Ok, I have missed a few features :]

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

JPG support? That's great. But what about the lossless PNG format? It supports full color with alpha channel, too and can be extremly small! Let me guess, there is no free decoder available?


b) alpha channels on tga's, so you can have smoky glass for example,
instead of just partially trans, or invisible holes

Ok, THAT one is really usefull and needed!


c) full color

Yes, well... 256 colors are enough for most textures, but with high resolutions this should not be missing :)


d) texture compression (makes even lower-resolution textures use less
memory!)

I never wondered if HL supports this. These old hardware features got pushed back by nPatches and particles somehow, but as I see it in many actual game titles it is surely good have it.


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.

will make these washed out slopes in the distance (ramps, hills) much cuter.


f) it does mipmaps too (as I said in my reply)

I read it, just meant: Why develop mipmap code for odd texture sizes if 4 textures could do the same with built-in mipmapping.


-omega
http://www.frontline2.com


/me bows
Very usefull addition. Will you make it open source?

Marco

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