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・ Megat Junid Megat Ayub
・ Megat Khas Megat Omar
・ Megat Terawis
・ Megat Yunus
・ Megatapirus
・ Megatar
・ Megatarsodes
・ MegaTech
・ Megatech
・ Megatech (Indonesian company)
・ Megatech International
・ Megatech Software
・ Megateo
・ Megateuthis gigantea
・ Megatext
MegaTexture
・ Megathecla
・ Megatheriidae
・ Megatherium
・ Megatherium Club
・ Megathermal
・ Megathrust earthquake
・ Megathura crenulata
・ Megathymus
・ Megathymus streckeri
・ Megathymus yuccae
・ Megathyrsus maximus
・ Megatokyo
・ Megatoma
・ Megatominae


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MegaTexture : ウィキペディア英語版
MegaTexture

MegaTexture refers to a texture allocation technique facilitating the use of a single extremely large texture rather than repeating multiple smaller textures. It is featured in Splash Damage's game ''Enemy Territory: Quake Wars'' and was developed by id Software former technical director John Carmack.
MegaTexture employs a single large texture space for static terrain. The texture is stored on removable media or a computer's hard drive and streamed as needed, allowing large amounts of detail and variation over a large area with comparatively little RAM usage. Depending on the pixel resolution per square meter, covering a large area could require several gigabytes of memory. However, RAM is also filled by the rest of the game and the underlying operating system, limiting the amount available for texturing. As the player moves around the game, different sections of the megatexture are loaded into memory. They are then scaled to the correct size and applied to the 3D models of the terrain.
MegaTexture is an implementation of the idea of clipmapping.
== Virtual texturing ==

''Rage'', powered by the id Tech 5 engine, uses a more advanced technique called virtual texturing. Textures can measure up to 128000×128000 pixels〔("Id Tech 5 stage demo" )〕 and are also used for in-game models and sprites, etc. and not just the terrain.
The May 2014 released game ''Wolfenstein: The New Order'' and the upcoming game ''Doom'' also use these. ''Carmageddon: Reincarnation'' also uses virtual texturing, though unlike id's virtual texturing system that is designed for unique texture-mapping everywhere, their system is designed to use storage space sparingly while still offering good blend of texture variation and resolution.〔http://www.eurogamer.net/articles/digitalfoundry-trials-evolution-tech-interview〕〔http://www.carmageddon.com/news/nobbys-christmas-message〕

抄文引用元・出典: フリー百科事典『 ウィキペディア(Wikipedia)
ウィキペディアで「MegaTexture」の詳細全文を読む



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