On 6/12/09, Christian Ohm <chr.xxx...@gmx.net> wrote:
> On Thursday, 11 June 2009 at 23:56, bugs buggy wrote:
>  > Ok, found the problem.  It isn't a driver issue, it is more of a oversight.
>  >
>  > It turns out, that if you set the texture size to something higher
>  > than the texture size of the tiles (which is a max of 128x128), then
>  > you get seams.
>  > Makes sense, when you think about what is going on.
>
>
> Well, of course that'll fix the seams as well. But it defeats the whole 
> purpose
>  of having texture pages at all, which was to prevent the performance impact 
> of
>  frequent OpenGL state changes due to every tile having its own texture. 
> Though
>  prhaps this isn't an issue anymore, some short testing showed no significant
>  difference, and the new version even seemed a bit faster.

Hmm? I don't think we are on the same page here.  We load each texture
tile onto a texture page.  We have 4 (or more) texture pages. (1(or
more) page for each of the tile resolutions we have, 16, 32, 64, and
128)

The texture size can be currently set to 32 - 2048.  If user has it
set to 2048, then the texture coordinates are set for 2048, and not
the actual tile of 128 (or 64...).  We do not upscale the 128x128
textures to 2048x2048, and if we did, it would look hideous.


>  And with that, I guess you can revert your half-pixel border hack.
>
>  > For now, I am forcing the texsize to 128.0 from getTextureSize(). (see
>  > r7723 & r7724)
>  > Note, we will fix this another way, this is only a temp fix, since I
>  > am wondering why do we offer anything higher than 128 in the first
>  > place (for 2.2)?
>
>
> As I said, less texture changes is supposed to be faster. Though at least my
>  driver/hardware doesn't heed that, it seems it likes lots of smaller 
> textures a
>  bit better than few large ones.
>

I am not modifying the loading routines at all, so it still is a
texture page.  I just modify the coordinates for the texture tile that
we are currently blitting.

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