(2026-02-19, 16:51)Max Murtazin Wrote: In short, when you use anything non-raster as a texture, you gotta rasterize it at some step, and that step would most likely be before supplying it to the renderer, and, as such, you just won't be able to do properly scale resolution. While you *can* write a custom renderer that would rasterize the texture at "render-time", most people simply won't, as it's hard, requires custom approach (so not supported natively by stuff like OpenGL) and not best performance-wise (which is important for real-time renderers)
That's pretty much as I'd expect, though I should emphasize nothing in the proposed specification should preclude someone from writing such a renderer if they felt motivated to do so. Roland's proposed implementation may have inspired my interest in this topic, but it's not the only possible implementation, so the proposed extension to TEXMAP should be seen as enabling, but separate from, that specific implementation.
On the subject of resolution, it's my understanding that with a mip mapping approach, you start with a "master" resolution and downsample from there, so you don't lose performance or degrade the visual at lower zoom levels. Conversely, if the master resolution is set high enough—and this would be user-configurable, not set by the spec—you could certainly get acceptable render quality up to a very respectable zoom level.