On 8/22/08, Alex Holkner <[EMAIL PROTECTED]> wrote:
> 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).

Oh, and, very impressive work BTW, looks great!

Alex.

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