Texture size

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2 comments, last by AticAtac 15 years, 9 months ago
Right now i am working on a sprite engine (good old 2D) and putting the animation bitmaps in various texture files. I want to support 80%-90% of todays computers (graphic cards) so is it "safe" to use textures of size 1024x1024 ? Or even use 2048 x 1024 ? (that would make some logics in my code easy) [Edited by - AticAtac on July 18, 2008 2:36:20 AM]
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Don't shoot me if I'm wrong, but I would say "yes".

In the past www.delphi3d.net had a listing with videocards and their maximum texture resolutions. But I think that website is dead for a while now (a pity), so I'm not sure if this listing has been updated ever since. But 3 years ago, I believe the average maximums were already 1024x1024 or 2048x2048.

Greetings,
Rick
I'm pretty sure my old Nvidia TNT card from 8ish or more years or so ago supports 2048x2048..

it certainally could handle 1024x1024 anyway. I ran some code on my old machine as a test recently and it created a 1024x512 D3D texture no problem.

no idea about OpenGL but I can't imagine them being different.
Great, thx.

I decided to put my sprites into 2048x2048 textures.
Actually what i am doing is to build texture atlas from many smaller bitmaps (sprite frames). My method is somehow basic and not the most efficient.
I tried the TexAtlasCreate tool from NVIDIA, but it creates dds-Textures and it doesn't provide pixel-perfect texture-atlas which are very important for me.
Are there any tools which work pixel perfect ?

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