Hi again:
IMHO, your observations regarding texture detail (aka "resolution" in Meters / Pixel) versus package size are correct.
Math for the East wall of ENSX Helipad building: (wall width in Meters / texture width in mapped Pixels)
22.4120 Meters / 4096 pixels=0.0054716796875 Meters / Pixel
That correlates with a mapped run time texture resolution of 5.4716796875 Millimeters / Pixel at LOD-23 / QMID-25
https://www.fsdeveloper.com/forum/threads/flattens.425495/post-633002
An Inverse Square Law applies to FS Quad Mesh, so each LOD numeric unit decreases distance between Pixels by a factor of (2).
Thus a texture at LOD-23 is
8x higher resolution than 3.5 cm / Pixel LOD-20 cited in a example by rhumbaflappy linked above.
https://www.fsdeveloper.com/forum/t...stom-object-texture-sheets.444761/post-817987
Since textured 3D scenery object size and distance from user aircraft camera impacts LOD / MIPMAP switching and visibility, IIUC, one may swap texture images to those resized via
MCX' Texture Converter to
ex: 1024x1024 for
reduced Pixel resolution.
"8.3 Texture converter
With the texture convert tool you can view and edit texture files, see Figure 8.3.
In the toolbar the following options are available:
• With the Load file button you can load a texture file from disk.
See section 9.2 for more information on the supported formats.
• With the Save file button you can save the texture file to disk again. With the dropdown
list next to the button you can select the format that it should be saved in. See section 10.3
for more details about the supported formats.
• With the Set transparent color button you can choose which color in the texture should
become transparent. The alpha channel will then be generated based on this.
• With the Convert normalmap to FS button you can convert a normalmap to the FSX
specifications. You load a texture made by a normalmap plugin and then save it to DDS
after pressing this button.
• With the
Resize button you can resize the texture to the specified size.
• Using the channel buttons you can select if you want to see all channels, or only the red (R),
green (G), blue (B) or alpha (A) channel.
• With the mip level dropdown menu you can select which mip map of the image is rendered in the window"
I am evaluating graphics applications / utilities that can extract / edit / restore MIPMAPs from textures output by MSFS SDK.
I hope later today (Thursday) to have a demonstration for Texel resolution versus run time LOD / MIPMAP switching in MSFS.
GaryGB