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Question by niralp · Feb 24, 2013 at 12:10 PM · resolutionzoomsplit

3D Earth - 32K Resolution

Hi,

I'm working on a new project - 3D Earth.

I have a textures with 32K resolution of the earth, i really need this high resolution so the user can zoom in earth. Unity does not allow me to import textures with more than 4096 pixels.

What should i do? I tried to split the textures to eight 4K, but i didn't figure out how to use spliced textures.

Thanks

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Answer by robertbu · Feb 24, 2013 at 04:23 PM

You can create meshes that represents segments of the sphere and apply one texture to each segment. If the app is not for mobile, you might also try loading the entire image using the WWW class. Awhile back I was working on spherical panoramas and was surprised when images larger than 4K on a side would load using the WWW class (Windows and the Mac). I don't know if this is supported behavior on Windows and Mac, but I do know that these larger images would not load in iOS.

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avatar image niralp · Feb 24, 2013 at 05:48 PM 0
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How can i create meshes that represents segments of the sphere? It's a mobile app.

avatar image robertbu · Feb 24, 2013 at 06:21 PM 0
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You'll need to do it in a 3D modeling program. In my case I just asked my artist friend to create them for me. I'm clumsy at best with 3D modeling programs, but it only took him 5 $$anonymous$$utes. While he provide an 8x sliced sphere for me, I only tested the two half spheres with one 4$$anonymous$$ x 4$$anonymous$$ images on each.

Based on my experience with spherical panoramas on the iPad3, I'd be somewhat concerned about using eight 4$$anonymous$$ x 4$$anonymous$$ images. You might create a simple app with just eight planes and test it on the target platform before thrashing out how to cut the sphere.

avatar image Eric5h5 · Feb 24, 2013 at 07:38 PM 0
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That's useful to know about loading images larger than 4$$anonymous$$ via WWW. I tried 8192 and it worked without resizing the texture. I then tried 16384 and got a "texture has out of range widht / height" error (complete with typo :) ). Texture size is limited by hardware in any case, and no hardware I know of supports 32$$anonymous$$. You're talking about a huge amount of VRA$$anonymous$$ anyway, since 32$$anonymous$$x32$$anonymous$$ (even split into 4$$anonymous$$ parts) using DXT1 compression and mipmaps will be .66 GB, which will cause problems on lesser hardware.

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