On 8/22/08, Price Hall <[EMAIL PROTECTED]> wrote:
> Here's a screenshot of my quake3 map viewer with
>  multitexturing....obviously not optimized =)
>
>  It works, however a significant challenge will be to make it
>  reasonably fast.  With surface textures alone, or lightmap textures
>  alone, it reaches 250 fps.  My code right now is worst-case as far as
>  numbers of state changes.
>
>  Quake maps have surface textures and lightmap textures.  The surface
>  textures are various sizes, and some use texture coords outside 0.0 -
>  1.0..  The lightmap textures are all 128 x 128, with texture coords
>  between 0.0 and 1.0.  Textures will have to be bound much more
>  frequently than with surface textures alone.  There is very little
>  grouping that can be done strictly by the combination of
>  surface/lightmap textures.  I'm trying to figure out a way I could
>  form groups based on whichever is changing the least, say sort them
>  out, set one texture and then have sub-groups for the various other
>  textures combined with that one.

If you're loading all the textures at startup anyway, it might also be
worth packing the textures into larger atlases.  e.g., within one
1024x1024 texture you could fit 64 lightmap textures (every device
I've seen will support a texture of those dimensions; larger and you
may have issues).

Alex.

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