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. --~--~---------~--~----~------------~-------~--~----~ You received this message because you are subscribed to the Google Groups "pyglet-users" group. To post to this group, send email to [email protected] To unsubscribe from this group, send email to [EMAIL PROTECTED] For more options, visit this group at http://groups.google.com/group/pyglet-users?hl=en -~----------~----~----~----~------~----~------~--~---
