Does anybody have any high resolution images?

Microsoft demo'd us such a programme.
they started off as the beatles statues on some shelf, zoomed out and it was a shop, zoomed out more and an entire street. zoomed out even even and it turned into a post card on a rack, to an other street scene...to who remembers but it was crazy that technology. basically the end image the beatles statues didnt even get reconised as a pixel.
 
Well it appears it all been in vain. Either openframeworks (the C++ framework I've used) or OpenGL can only display a maximum texture of 4096x4096, and as I have no time to create a workaround that will have to be the maximum size image I can use. :(
 
Well it appears it all been in vain. Either openframeworks (the C++ framework I've used) or OpenGL can only display a maximum texture of 4096x4096, and as I have no time to create a workaround that will have to be the maximum size image I can use. :(

"What's the maximum size texture map my device will render hardware accelerated" - http://www.opengl.org/resources/faq/technical/texture.htm might be useful.

Would you not be better off mip-mapping/slicing up the image in future, so you don't have to load the whole thing into memory? Kind of like how Google Maps works, where when you zoom in you get the higher quality version.
 
"What's the maximum size texture map my device will render hardware accelerated" - http://www.opengl.org/resources/faq/technical/texture.htm might be useful.

Would you not be better off mip-mapping/slicing up the image in future, so you don't have to load the whole thing into memory? Kind of like how Google Maps works, where when you zoom in you get the higher quality version.

google maps is lots of images though. When you look at the whole of the uk, this picture is different to the zoomed in picture of your house.
 
"What's the maximum size texture map my device will render hardware accelerated" - http://www.opengl.org/resources/faq/technical/texture.htm might be useful.

Would you not be better off mip-mapping/slicing up the image in future, so you don't have to load the whole thing into memory? Kind of like how Google Maps works, where when you zoom in you get the higher quality version.

That would be the plan, but I don't have the time. Also it was never the intention to handle massive images (in this project anyway).

So, new challenge! Who can find the most interesting 4096x4096 image!
 
google maps is lots of images though. When you look at the whole of the uk, this picture is different to the zoomed in picture of your house.

I understand that, but I was attempting to explain my gibberish easily :p.


That would be the plan, but I don't have the time. Also it was never the intention to handle massive images (in this project anyway).

So, new challenge! Who can find the most interesting 4096x4096 image!

I / someone else / you could always re-size one of the ones posted into something smaller if you like?
 
The 4096x4096 max texture size is most probably a hardware restriction. What graphics card are you using? The obvious solution is to have the image mapped not to one quad but to four or more quads.

Bear in mind that whatever image you use, you'll get the most performance by making sure each dimension is a power of 2 i.e. 2048 x 4096, 1024 x 1024 etc..
 
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The 4096x4096 max texture size is most probably a hardware restriction. What graphics card are you using? The obvious solution is the have the image mapped not to one quad but to four or more quads.

Bear in mind that whatever image you use, you'll get the most performance by making sure each dimension is a power of 2 i.e. 2048 x 4096..

This is my first venture into OpenGL so I'm not too sure what you mean about quads. I'm also not sure what graphics card the system has, I know it has on board graphics, its a gigabyte board with vga, dvi and hdmi outputs.
 
This is my first venture into OpenGL so I'm not too sure what you mean about quads. I'm also not sure what graphics card the system has, I know it has on board graphics, its a gigabyte board with vga, dvi and hdmi outputs.

i'm just assuming you have four vertices defining a rectanlge that the texture is stretched accross. If you change this to 9 vertices, you have four rectangles arranged in a larger rectangle. Split the texture file into four parts and load those parts individually and map one to each of the smaller rectangles. and bam: a 8192x8192 image.

Not sure how well it would perform on onboard graphics though... If that was the only graphical application running it should be ok to go to even higher resolutions.
 
i'm just assuming you have four vertices defining a rectanlge that the texture is stretched accross. If you change this to 9 vertices, you have four rectangles arranged in a larger rectangle. Split the texture file into four parts and load those parts individually and map one to each of the smaller rectangles. and bam: a 8192x8192 image.

Not sure how well it would perform on onboard graphics though... If that was the only graphical application running it should be ok to go to even higher resolutions.

Ah, I understand. Don't have the time to try and implement that though.
 
Sorry, didn't realise that image link didn't work. Here:

http://blogmarks.net/user/sylvainulg/marks/tag/map

edit. Well, that's just stupid. Let me see if I can find it again and re-host it.

edit: imageshack and photobucket won't hold it. Sorry. I did Google search for 4096x4096, selected images, and it was the 4th image of the Legend Of Zelda map. Looked really cool.
 
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What do you think?

57493295.jpg


I'm attempting to get some better, more interesting photos from my brother, but he's somewhere in the Caribbean atm.
 
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