sjohn / john71 wrote:
https://celestiaproject.net/forum/viewtopic.php?f=3&t=17733
As I anticipated, your crashes are not rooted in a 32bit -> 64bit issue.
What I strongly recommend to you in this situation is to consider textures including so-called
mipmaps, i.e. instead of single textures, a set of textures, each being smaller by a factor of two than the previous one.
Wiki has a well readable introduction here:
https://en.wikipedia.org/wiki/MipmapOpenGL can handle these in the sense that dynamically, far away bodies are properly filtered to use an appropriate mipmap instead of the full texture! There is a large amount of literature about this technique in the net. Mipmaps may be generated with various tools, including --I recall-- the so-called
NVIDIA texture tools.
Let me know if you need help there. But it's quite easy with the Nvidia texture tools. The DXT format naturally involves mipmaps. Hence all you need to do is to download the NV tools and compress (via nvcompress) all your 8k PNG textures into DXT format. There is a flag that may suppress generation of mipmaps during the conversion of PNG->DXT. Note that VT tiles automatically show mipmap behaviour...
While still developing Celestia (i.e.> 7 years ago) I did plenty of respective experiments with mipmaps. Here is such a thread of mine from 2004
https://celestiaproject.net/forum/viewt ... 68&p=37872Yet, my personal preference is still to switch to
16k VT tiles throughout and to optimize things with my tools, notably using DXT5nm instead of PNG for the normal maps! The resulting quality and resolution is excellent and the display speed is hard to beat. No problems with crashes at least in
celestia.Sci.
Fridger