Any advantage to dividing up large textures?
I got a sky box for a game and I need it to be at least 800X800. This game will be targeting people with geforce 1’s or better. Is there any advantage to dividing the large 800X800 quad into 4 400X400, or even 16 small quads?? I think anything that is equivalent with a geforce can handle large textures. The only advantage I can think of is the slight improvement ill get with frustum culling ill have to render a little less.
Any opinions?
The skybox can pretty much be any size, don''t worry about that. Also, frustum culling a skybox, is just, well, pointless. The time you take determining whether one plane is in the frustum or not will be longer than just rendering the thing.
Death of one is a tragedy, death of a million is just a statistic.
Death of one is a tragedy, death of a million is just a statistic.

If at first you don't succeed, redefine success.
You might like to consider 512*512 + 512*256 + 256*512 + 256*256
for lightly memory then 1024*1024 - or just use 256*256 tiles for simplicity.
for lightly memory then 1024*1024 - or just use 256*256 tiles for simplicity.
Switching textures is a little slow. If it is your choice, it would be best to have all your textures in one file. You would actually be hurting yourself to split them into seperate textures.
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