🎉 Celebrating 25 Years of GameDev.net! 🎉

Not many can claim 25 years on the Internet! Join us in celebrating this milestone. Learn more about our history, and thank you for being a part of our community!

Large textures

Started by
7 comments, last by Spikus 24 years ago
Has anybody solved how to put textures larger than 256x256 onto their objects. Where I work we have one that put down textures of MEGABYTES over terrains.
Advertisement
Uh... just do it?
If it doesn''t show up its your video card... I know my banshee just decides not to show em, whereas my TNT 2 shows em, but slowly...

Protozone
Hmm, the highest I can get is around 1024x1024, but your program could allow a setting to shrink the image as it is loaded. It just wouldn''t be as high a quality in the end product.

Morgan
Or you can use more textures on more polygons.

EL
----------------------------------------"Inash neteia haeg joa kavari quilm..." SD4
I am using Textures up to 2048, and with MipMapping it isn''t that slow on my TNT1, but i get Problems when using many different Textures of that size cause of Memory limitations.

To compensate that, i am using Texture Compression when available, but i don''t know how effective it is, cause my TNT can''t do it. And for the Cards that don''t support large Textures, they get scaled down when loading.

You could also try using 8 Bit paletted Textures, if it is available. But you have to be good in designing the Textures, so that they still look good.

Another Way is to use two Textures, for an Landscape you would have one covering the whole Landscape with the Base Colors, like Blue for Water, green areas for Grass, and some Gray Lines for Roads. Then you can make an repeating second Texture with other U/V Coordinates which show the Details.

Lars
--------> http://www.larswolter.de <---------
quote: Original post by Spikus

Has anybody solved how to put textures larger than 256x256 onto
their objects. Where I work we have one that put down textures
of MEGABYTES over terrains.

You must have a voodoo card.



------------------------
Captured Reality.

Yeah..I''ve got a Voodoo 3
Sounds like the answer is get a better video card...

But breaking up the surface sounds like a good interim measure.

Thanks for all the replies,

Spikus
..MMM... I''ve got a G400 dual-head, and I tried to use 4000x4000 textures. In MipMapping it''s possile, but in the program where i tried it, i can''t really verify if the texture is always correctly applied, or it''s truncated....

//-------------
Making Funny Garbage Codes on
http://members.xoom.it/NinjaCross
//-------------A straight line may be the shortest distance between two points, but it is by no means the most interesting.http://members.xoom.it/NinjaCross
4000x4000 is obscene!?

Voodoo cards are pretty bad, but to solve this problem, try splitting the textures up into 256x256 squares

------------------------
Captured Reality.

This topic is closed to new replies.

Advertisement