Ok - thanks for the link. As for vector graphics - I think the intended
subtext was that the textures could be resized as needed and rasterized
at any conceivable resolution. Regardless, I think I won't try to
recreate the textures, but rather upscale and rework the existing ones
at far greater resolutions, which can then be downsampled to any
resolution using standard interpolated methods.
As for power of two texture size preference - those are the natively
supported sizes by any hardware-based graphics API due to memory access
and mipmapping solutions used by the GPU (and thus the video drivers).
Most (read: all) current drivers should have automatic support for
non-power-of-two textures (although at least for older cards you'd
definitely need to use some extension to resize the textures on GPU, or
do resizing in software prior to loading the textures (if there is no
support for non-power-of-two textures)), although I'm not sure.
Using fractional U/V coords is standard practice, Giel, and a lot more
intuitive when you're using non-fixed texture sizes.
RJ
Dennis Schridde wrote:
Am Donnerstag, 7. Dezember 2006 23:36 schrieb Dennis Schridde:
As far as I know (I am not perfect, nor do I know everything about WZ):
- UV coords are handled in the engine as being in the interval ( 0.0, 1.0
), because that's how OpenGL does it. If the PIE files gave explicit (non
relative) coords, then those are very probably diveded by the texturesize
given in the same file when loading into the engine.
This is much more flexible when you are going to resize the textures, Giel.
- You don't need any map editor... You can simply extract the warzone.wz to
a data/ folder in the same directory and Warzone will load it's stuff from
there. (Overriding what is in warzone.wz if it finds the same file in
data/)
- Binaries are at http://wz2100.net/downloads.html
- Power of 2 textures would bring a performance benefit, correct?
I guess in theory the tiles could be regrouped to fit into a quadratic
texture, but we'd also have to adapt the maps to this change, I fear.
Generally I like the idea, but someone would have to provide a map
converter.
- Vector graphics are probably not practical for textures...
Most textures are photographs or similar, as was said, and for the handmade
or algorithm-generated ones I don't think vector graphics would be
sensible, either.
What is defenitely usefull (and nearly required) is the
GIMP/PhotoShop/Whatever file you created the textures with... Especially if
you use multiple layers and similar.
PS: When you work on the tile textures you need to keep in mind that they need
to be rotationally seamless...
Maybe we can improve this for 2.1 or 2.2, to give artists willing to volunteer
less headache?
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