Talk:MegaTexture

message: Seeminingly identical texture streaming techniques have been used for many years in flight simulators and other similar applications.  If Mega Texture differs significantly from these, the differences should be highlighted.  Otherwise, the prior art should be clearly called out and Mega Texture should be defined primarily as id's internal name for this farily common technique. - Anonymous.
:Yes. It's an old, standard trick. It's not to separate the textures. Didn't we learn this lesson decades ago? If not, it's because games aren't always eloquently programmed, to shorten the hectic, chaotic development time. This article should be changed to a soft redirect that simply lists the techniques involved: streaming (stream), clipmap, tileset, etc. and gives a brief summary of ID's use of the pet-name, synonym or buzzword to hype their engine. I think you can quote some of the (unencyclopedic) announcements, to illustrate its marketing nature. In the interests of WP:BTW, links to MegaTexture should be put on relevant pages, like texture map. Erudecorp 00:16, 22 October 2007 (UTC)
replies: text: Oh STFU 50.126.107.248 (talk) 22:01, 2 December 2022 (UTC)
thread_title:  Prior Art 

message: Quote from the page in question: "An automatic disk-paging system (A.K.A. map-tiling) that supports heightfields up to 128k × 128k pixels in size (16 gigapixels) and textures up to 4M × 4M pixels (16 terapixels). Want to make megatextures? No problem!"
If the requirement for creting (wich we have yet to see) to be able to call the 3Dmap-editor to be able to create MegaTexture on the only basis on that the texture-maxsize is 'mega'-big, then there are litterly a houndred editors out there that can make it.
The mapeditor is the least of the 'amazing thing about the technology. It's the technique to not having the maps be enourmous in size and require a lot of memory or swapping to take place.
I prupose that the entry be removed from the article 203.144.160.243 13:19, 2 May 2006 (UTC)
thread_title:  The link to the map-editor 

message: So what's special about this that it would be wrong to say that it's just one big texture made up of a lot of smaller textures? Because they're saying that all sorts of different looking surfaces are drawing off the same texture. And if that's so, what makes this better than them each having their own texture? Hackwrench 05:31, 4 May 2006 (UTC)
thread_title:  Special 

message: I suspect that this Mojohompo who vandalized this page comes from a forum where I'm a moderator. Any chance I could be provided with the IP address Mojohompo did this from so that I can verify? (my clue is that he posted the unmodified Carmack image on the forum, with the same file name it has here.) Echo5ive 16:17, 4 May 2006 (UTC)
thread_title:  Recent vandalization of this page 

message: I suppose a reference to what "Gaming press" article exactly hints at the underlying algorithm would be nice. 84.184.115.88 22:40, 27 August 2006 (UTC)
thread_title:  "gaming press" 

message: How can we say Torque uses a similar technique when we don't actually know what technique MegaTexture uses? EAi 19:50, 6 August 2007 (UTC)
replies: text: One could reason that the technique is the same but what might be new here is the way it's implemented in terms of data formats. Terrain paging is nothing new, and sometimes the texturemap is paged as well. What's different here is that ID must've found a smart way of storing the texture data in such a way that it can be effectively read with at least seeks as possible for large terrain sizes. This is just an educated guess (well... for a given value of educated, that is, I've never written my own terrain code, was always someone else's job, thank god). So yeah... in that sense the technique is similar. --ShadowCode 09:56, 12 August 2007 (UTC)
thread_title: Torque

message: Some of that information was removed, however it is directly related to mega-texturing technology as it is an evolution of it. Perhaps a better approach instead of blatantly deleting good and useful information would be to make it on its own page.
JonOlick (talk) 23:31, 5 November 2009 (UTC)
replies: text: I did not remove this paragraph, but I added a  tag today. I think that people removed it because it is unsourced. If nobody source it, then it will be eligible for deletion. Hervegirod (talk) 15:07, 3 January 2010 (UTC)
replies: text:  OK, i added ref from SIGGRAPH conference, but you should not rely on others to do this. Being the first to add a paragraph, probability is that it's easier to you to add sources than for others. Hervegirod (talk) 16:41, 3 January 2010 (UTC)
thread_title:  Sparse Voxel Octree 

message: Nothing about the Clip Mapping Technology is Unique Texturing only. Thats just simply how id is using it. JonOlick (talk) 03:50, 9 November 2009 (UTC)
thread_title:  Unique Texturing 

message: Seems like ref #2 is gone, anyone still has a copy? Zoef1234 (talk) 12:44, 19 July 2011 (UTC)
thread_title:  Holy reference