On Fri, Mar 7, 2008 at 9:35 PM, Freddie Witherden <[EMAIL PROTECTED]> wrote:
>  I was speaking to Per about this one actually. He seemed quite
>  certain that the current way we do it is better than doing it at run
>  time. I believe we do it for runtime with map tile sets, and it does
>  seemed to have increase load time somewhat.

The idea I have been toying with for some time is that we use the
Warzone Studio application to stich together the terrain tiles into
texture pages, instead of doing it on runtime. That way we can also
apply whatever texture compression we like (some of those algorithms
are very time intensive). Combining a ton (700+) of small images of
varying size during runtime may prove to be quite a lot more time
intensive than what we do now for terrain tiles. Just the scattered
file reads alone would add up.

>  > at this time i would recommend either an extension to the pie
>  > format supporting multiple texture images per model, or the
>  > official switch to a new format. if this is decided upon, i will
>  > soon be able to promise a bit of my time to do a lot of the legwork
>  > for the mod side of things (converting existing models, breaking
>  > apart texpages, etc).
>
>  I think Per is currently working on something to do with the PIE
>  format, so I urge you to make a post about it directly.

I have been working on a new model format lately. See
http://wiki.wz2100.net/WZM_format and check out the utilities in
tools/conversion and tools/display. I would love to see the blender
plugin ported to this new format, as well, if you have the time.

I do not think having multiple texture pages per model is a good idea.
For one thing, it is not necessary. Secondly how would you use VA/VBO
drawing with multiple texture pages, if you don't have
multi-texturing? Will you limit the number of texture pages allow to
the minimum number of texture pages required to run Warzone?

  - Per

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