Hi Ed:
[
EDITED]
Arno has implemented functions in ModelConverterX (aka "MCX") to semi-automatically:
* Re-size textures to "
powers of 2" (make texture pixel row and column dimensions multiples of values which are divisible by 2)
"
What is the power of two rule ^
In short, it's a simple set of criteria applicable to all game related images that makes sure they conform to a series of regular dimensions. Typically this means doubling up or dividing down by two. So texture sizes that have or are limited to "8", "16", "32", "64", "128", "256", "512", "1024", "2048" (or higher for more modern games) in one or more width/height direction are regarded as being valid and properly optimized for quick loading into a game and processing into memory."
http://www.katsbits.com/tutorials/textures/make-better-textures-correct-size-and-power-of-two.php
BTW: The above article alludes to the importance of pre-configuring ones scenery content to optimize rendering performance at run time; in this context, it addresses texture mapping on 3D models.
However, IMHO, the same considerations need to be applied to other FS objects when creating content so that it is aligned to the underlying FS terrain quad matrix grid system.
AFAIK, achieving optimal performance with the FS rendering engine and not burdening it un-necessarily at run time would also compel one to pre-align and/or triangulate poly-line / polygon content so that it essentially can "
Snap-To-Grid" prior to resolution of terrain mesh vertices, enabling it to then more efficiently draw textures onto the mapped terrain grid "UVW" vertices
ASAP ...during a flight.
Thus, IMO, both
textured 3D objects such as custom ground polygons and/or airport Runways <
yes, RWYs have a MDL inside ! >, and
textured vector FS "terrain" scenery content such as airport Aprons / Taxiways <
IMO, actually "terrain" vector objects not listed in Terrain.Cfg >, land class polygons and/or poly-lines ...may be subject to similar considerations when seeking to optimize FS rendering engine performance at run time during a flight.
http://www.fsdeveloper.com/forum/showthread.php?t=425495&highlight=TMVL&page=2
Oh, and while I'm up on my soap box:
IMHO, advocacy of optimizing FS run time performance via pre-optimizing (
and accurate Geo-referencing ...to the Centimeter level if desired !) of scenery content during FS development should
not be confused with "Rivet-Counting", nor should aspersions be cast upon such considerations by means of the context in which it is discussed here at FS Developer, where IIRC, we
cooperatively explore and innovate options / methods / tools for FS content creation.
...
Why ?
Because FSX is capable of "UVW mapping" accurately Geo-referenced texture pixels to terrain vertices at LOD / QMID levels via FS quad matrix grid Area Points (aka "mini-quads") that are not just Centimers, but Millimeters in size.
FS'
texture resolution slider offers to map a single pixel onto a terrain span of
ex: as little as 7cm (actually 7.5cm or 75 mm).
Other tests have demonstrated that FS can even map textures onto objects at up to a 2cm (20mm) ultra-high resolution !
The trade-off is that one must create FS content
properly in advance ...in order for the FS rendering engine to function efficiently.
But perhaps the latter topic is best reserved as a specialized subject for other posts in a thread elsewhere ...at another time.
Some additional links on the subject of FS objects mapped with texture sheets sized with Pixel dimensions as powers of 2:
http://www.fsdeveloper.com/downloads/BuildYourHouseForFSUsingSketchup.pdf
http://www.fsdeveloper.com/forum/showpost.php?p=244029&postcount=7
http://www.fsdeveloper.com/forum/showpost.php?p=170332&postcount=6
http://www.fsdeveloper.com/forum/showpost.php?p=92736&postcount=4
Arno has also implemented these functions in ModelConverterX (aka "MCX"), offering options to semi-automatically:
* Convert textures to *.DDS for FSX
* Combine textures onto as few texture sheets as possible
* Minimize Draw Calls
IIUC,
MCX can perform all the above functions while maintaining ones existing texture mapping (aka "UVW") coordinates for an imported 3D model regardless of the input file format (
ex: *.DAE, *.KMZ, *.SKP, *.OBJ, *.3DS etc.)
So,
you do not need to re-texture 3D models if already "UVW mapped" in
ex: Sketchup with *.PNG or *.JPG files ...when imported by MCX.
Likewise,
you do not need to re-texture 3D models if already "UVW mapped" when such textures are 'transferred' by the
MCX "Draw Call Minimizer" (as smaller image areas placed onto a lesser number of larger texture sheets) ...to minimize draw calls.
http://www.scenerydesign.org/modelconverterx/
CAVEAT: Save
at least 1 backup of ones original Sketchup modeling project with its source textures in a
separate folder from the one which contains a copy of the
ex: *.KMZ file and source textures to be imported and converted by MCX.
This is important, since MCX can convert and
over-write ones source textures to re-sized *.DDS files for use in FSX.
To get acquainted with these MCX features, here's some links to start with:
ModelConverterX wiki:
http://www.fsdeveloper.com/wiki/index.php?title=ModelConverterX#Mass_texture_editor
Note: Most of the above features are accessed via the MCX 'Icon bar' rather than via the 'Menu bar'
Learning resources for Arno's various recent FS scenery-related utilities:
Introductory / tutorial videos:
http://www.youtube.com/user/fsdeveloper/videos
Earlier series of Blog posts:
http://msmvps.com/blogs/arnogerretsen/default.aspx
Current series of Blog posts:
http://www.scenerydesign.org/
[
END_EDIT]
Hope this helps !
PS:
Many thanks to Arno for making ModelConverterX available to the FS Development Community !
GaryGB