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Texture management

by Jan Van Sweevelt · in Torque Game Engine · 08/20/2001 (6:16 pm) · 6 replies

Why are terrain textures not mipmapped ?

#1
08/20/2001 (6:45 pm)
none of the PNG files are mipmap'ed. BM8 (8-bit bitmap with alpha channel) all contain mipmap information.
#2
08/20/2001 (8:00 pm)
The terrain engine blends it's textures on the fly and dynamically creates mipped versions.
#3
08/21/2001 (3:14 am)
Harold, normally textures themselves never contains mipmap information. They are generated when creating an OpenGL texture.

Tim, does this mean that the mipmapping for terrain textures is different then other textures ? I'm asking this because I'm implementing S3TC texturecompression and I'm using the .dds format (DirectDraw surface). But they allready contains all the mip levels.

Where are terrain textures loaded ? When setting a breakpoint on loadTexture in Texturemanager, the filename of the terrain textures are never showing up. Are they included in the terrain file ?

Jan
#4
08/21/2001 (9:12 am)
Mip-mapping is different for the terrain textures. In terrain/terrData.cc, search for loadBitmapInstance, and the word Blender.
#5
08/21/2001 (9:13 am)
The BM8 files contain all of the MipMap images.

so if your image is 256x256 the bm8 file will contain the full size 256x256, a 128x128, a 64x64, a 32x32, a 16x16, a 8x8, a 4x4, a 2x2, and a 1x1 representation of that image. Be it a texture, a model skin, whatever. As to if .png only are used for the terrain texture I'll have to get back to you on that.
#6
08/25/2001 (4:10 am)
Tim, Harold thanks for the help

Jan