Game Development Community

1024 x 256 texture??

by GI_JOEJK · in Technical Issues · 08/18/2008 (10:25 pm) · 6 replies

Can I use my old 1024 x 256 textures in Torque Engine Advanced? My game only uses eight of these. Or would it be better to cut them up into smaller individual textures?

Thanks

#1
08/19/2008 (12:05 am)
Hi.


As far as I know any texture following "Power of 2" dimensions should work, so 1024 x 256 should be fine. And my understanding is that instead of using a lot of textures, using fewer would actually be better (i.e. combining the eight 1024 x 256 into two 1024 x 1024 -- of course this depends totally on your setup, e.g. is this texturing done on multiple objects and with how many materials, is it a wrapping texture etc.).
#2
08/19/2008 (1:08 am)
I thought the 'few big textures in place of many smaller textures' rule was for old PRE-AGP hardware, i recall running tests with big textures and small textures to check and found no difference between the 2..... but that may have been under a different rendering engine.
#3
08/25/2008 (7:37 am)
Try to convert your textures form 28,xx DPI to 72 (Photoshop /image size, and uncheck resable image)
#4
08/25/2008 (8:08 am)
@GI_JOEJK:

1024x256 textures will work fine for the most part. I had one case on a laptop where it caused a problem, so 512x512 was a better fit for me. Graphics cards don't care about DPI - they just care about the size in pixels.
#5
08/25/2008 (9:58 am)
You should also look at using DXT compressed formats.
#6
08/25/2008 (8:15 pm)
# Jaimi # hi
I have my work on ATI 1950 Pro and in megaterrain the 1024x1024 with28 dpi textures present in black color.
In 72 all working properly. Interiors or DTS files working in any pixelsize (shaders 2.0)

# Gi_Joejk #
I use many textures at 1024x256 in longwidth objects like ships, walls without problem
Also is better to use a stadartd pixelsize because is more effective to configure the pixelsize of NODs, LODs