| 81 | |
| 82 | ==create overviews |
| 83 | |
| 84 | To reduce system load to resize the terrain textures on the fly multiple times, you should consider to create overviews embedded into your imagery. |
| 85 | This allows VPB to use the existing overview of the fitting dimensions instead of creating it every time from scratch. |
| 86 | Additionally you can improve the image quality, because VPB uses as OpenGL default the nearest neighbour interpolation, which results in bad texture quality. |
| 87 | You can choose between several interpolation algorithms like average, gauss or cubic interpolation. |
| 88 | |
| 89 | Average interpolation has the advantage that is does not involve a 3x3 or 4x4 matrix, but only the adjacent pixels itself. So it does not lead to black edges on curved imagery edges with adjacent NODATA pixels. |
| 90 | Gauss interpolation is only suitable on tiles without NOTDATA values, gut it smoothes the image which leads to better results in images with sharp edges or high frequency content. |
| 91 | |
| 92 | This is an example bash script to process the images: |
| 93 | {{{ |
| 94 | cat createAddons.sh |
| 95 | |
| 96 | #!/bin/bash |
| 97 | cd /home/user/your/path/to/imagery |
| 98 | for file in `dir -d *` ; do |
| 99 | echo "$file :" |
| 100 | /usr/bin/gdaladdo --config COMPRESS_OVERVIEW LZW -r average $file 2 4 8 16 32 64 128 |
| 101 | done |
| 102 | }}} |
| 103 | |