Using small blurry textures at the wrong time..
by Clint S. Brewer · in Torque Game Engine · 01/08/2005 (6:31 pm) · 1 replies
For those having trouble with textures becomming blurry, until the code is fixed by someone...one solution open to you is to just have setSmallTexturesActive always return and not do anything.
in gTexManager.h
from what I see this is used to help with texture memory management, if the engine determines that your object is small it will set this flag, then when the texture is needed it will load a tiny version of it. This helps out on texture memory usage.
if you don't set this flag, then the full texture will be loaded all the time(or a portion of it determined by the graphics card driver), and mipmapping/anisotropic/etc will be used to filter it as it gets further away. I think that leaving this decision up to the graphics card / driver is fairly safe for most games.
But that decision is up to you :)
for me I'm going to never set the smalltexturesactive flag until I determine that texture memory usage is a problem for my game.
in gTexManager.h
//Clint never set small textures, let the graphics just do mipmapping
static void setSmallTexturesActive(const bool t) { return; }from what I see this is used to help with texture memory management, if the engine determines that your object is small it will set this flag, then when the texture is needed it will load a tiny version of it. This helps out on texture memory usage.
if you don't set this flag, then the full texture will be loaded all the time(or a portion of it determined by the graphics card driver), and mipmapping/anisotropic/etc will be used to filter it as it gets further away. I think that leaving this decision up to the graphics card / driver is fairly safe for most games.
But that decision is up to you :)
for me I'm going to never set the smalltexturesactive flag until I determine that texture memory usage is a problem for my game.
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