Aniso in the panel does nothing.
At texture load time they need the aniso texture modes set.
Also, you'll use a LOT more texture memory that way.

As I said, my stuff does the following:
a) hires tga + jpg
b) alpha channels on tga's, so you can have smoky glass for example,
instead of just partially trans, or invisible holes
c) full color
d) texture compression (makes even lower-resolution textures use less
memory!)
e) proper aniso (even though I _still_ have yet to test if it actually
works. I know whick map I'm going to test it on though.
f) it does mipmaps too (as I said in my reply)



-omega
http://www.frontline2.com


> -----Original Message-----
> From: [EMAIL PROTECTED] [mailto:hlcoders-
> [EMAIL PROTECTED] On Behalf Of Marco Leise
> Sent: October 24, 2003 3:41 PM
> To: [EMAIL PROTECTED]
> Subject: Re: [hlcoders] i needed to post this; opinions please;)
>
> Ok this is a massive hack, but I think I'll make my 1024x768 textures
out
> of two 512x512 and two 512x256 textures and set anisotropic filtering
in
> the control panel. This technique even does mip-mapping automagically!
;o)
> Oh, don't forget gl_texturemode gl_linear_mipmap_linear when you
mention
> filtering!
>
> Am Fri, 24 Oct 2003 12:59:06 -0400 hat Tony "omega" Sergi
> <[EMAIL PROTECTED]> geschrieben:
>
> > 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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archives,
> >> please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>
> >
> >
> >
> > _______________________________________________
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archives,
> please visit:
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> >
>
>
>
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