It's an engine AND compiler limit, because if you try to load a texture
> 512x512 the engine will spit it back and say its too big, it won't
even try to scale it down, this is why I've limited my texture loading
to 1024x1024, to kind of conform to the limits, but still be a lot
above.

Also my loading does MipMap as well for the sake of speed over
distances.

Basically you still use low-res textures in the map, and in the wad, d3d
still uses the wad, OpenGL loads either Jpeg or TGA off the hard drive,
provided they exist. If they don't, it uses the wad texture as usual. So
the only advantage is in OpenGL, and when the hires texture exists.

It uses texture compression and aniso on the hires images if the video
card supports them (if we include a hi-res pack, you'll need to have a
good card or it'd probably end up slow as molasses rolling up a hill in
a square can in the middle of January at the south pole, or probably
just crash).

Course, you don't have to use 'em, I'm just providing the option =D and
I think it's a nice option =D

Mind you, I don't know if the aniso even works properly (haven't really
tested yet, and I have a feeling it *requires* the aniso calls to be set
every time the texture is bound, which I have no control over unless I
render the map myself)


-omega
http://www.frontline2.com


> -----Original Message-----
> From: [EMAIL PROTECTED] [mailto:hlcoders-
> [EMAIL PROTECTED] On Behalf Of Rockefeller
> Sent: October 24, 2003 12:05 PM
> To: [EMAIL PROTECTED]
> Subject: Re: [hlcoders] i needed to post this; opinions please;)
>
>
> Wow! That's nice work!
> You just broke the texture resolution engine limit. Well, it's rather
a
> compiler than an engine limit, isn't it?
> We tried to solve this at BSP compile time and failed.
>
> But i guess your solution won't work with mipmaping, right?
>
> Rockefeller
>
>
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