On 2/11/07, Linas Žvirblis <[EMAIL PROTECTED]> wrote:
Maybe this has something to do with the increased number of individual colors in the texture? Although it should not matter much if the bit depth remains the same, so just a wild guess... Are you sure you save the textures in the same bit-depth? (I could not check that, because the file storage site told me to wait an hour before downloading) You could try replacing textures with solid color blocks, and again with gradients, and compare the performance. Disclaimer: I am not that well familiar with how things work in WZ.
sry for uploading to that weird site,but other sites just failed due to my borked internet(corrupted file/got rejected after finishing uploading) the depth is converted to 32bit according to the png read function,so I dont think the depth is the problem On 2/11/07, Per Inge Mathisen <[EMAIL PROTECTED]> wrote:
The only thing I can think of would be that sharpened images are less amenable to texture compression (I do not know if that is true - it is just a conjecture), and the textures take more space in the GPU cache or need to be swapped out. How much GPU RAM do you have? We do not currently request texture compression, but I guess cards may do a little bit compression anyway. I heard they do really strange things to textures in GPU memory. Anyway, this got me inspired to port over some code I wrote for another project that adds OpenGL texture compression, if available. This gave me *much* slower loading times, around 20x slower, and FPS was about 40% slower as well. So as I suspected earlier, texture compression does not give us anything useful at the moment (although granted, the patch is a hack and not optimal in any way). It is attached if you want to play with it (but note that backdrops do not work, maybe because I added alpha channel to them?). - Per
I have 64mb video mem,maybe that is not sufficient to store all texture png's(12MB compressed),though I think most games' texture will always exceed the limits of vram,they just store all textures in system memory(unlike wz,loads all textures into vram) and fetch the needed ones from system memory when rendering scene.
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