#[Solved] How do you handle virtual texture loading when the camera rotates?

11 messages · Page 1 of 1 (latest)

grizzled lance
#

I got a working system that always loads in the currently needed texture block. As the camera gets closer to the image, it works fine, as a lower resolution of the currently needed texture block was loaded in the last frame, and it is still in memory.
When I rotate the camera (being close to the texture), however, the freshly needed blocks are not available.
My question is:
What is a good strategy to loading nearby texture blocks that are not shown, but could be visible when rotating the camera?

muted hatch
#

turanszkij wrote about it for wicked engine, its on his blog

grizzled lance
#

He didn't solve the camera rotation problem.

muted hatch
#

what do you mean camera problem

grizzled lance
# muted hatch what do you mean camera problem

Maybe I failed to describe well, but images that cannot be seen are not in memory (need to be loaded) and this applies to nearby images that would become visible just by rotating the camera a bit.

#

My goal was to figure out a good way to have these pre-loaded

muted hatch
#

you could use 2 frusti perhaps

#

your normal one, and one whch is "bigger"

#

then you cull with the bigger one, and by the time you rotate to wherever the texture is being loaded in

grizzled lance
#

that is kinda smart, thanks