full screen textures

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2 comments, last by StormArmageddon 20 years, 10 months ago
On average, how many frames per seconds are you guys getting just displaying one full screen texture at 1024x768, 16bit color? Please post FPS and system specs.
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I display a background in my puzzle game using 12 textured quads, each with a separate 256x256 texture, in 1024x768x32 and get more FPS than I can readily count on an Athlon 550 with 192 MB RAM and a TNT2 Ultra. The entire scene is actually two layers: a 24-bit background, and a 32-bit foreground with alpha. I then have several hundred 32x32x32 sprites. It runs fine. Why do you ask?

GDNet+. It's only $5 a month. You know you want it.

Just try spliting the big texture into smaller ones, like Tom. Many cards don't like textures that big.

I'm not sure it's necessary to have 12 different textures. I'm sure you can cut one into 12 inside your program.

[edited by - higherspeed on July 6, 2003 6:52:49 AM]
Do you split up the texture into seperate d3dtextures or is only maping part of it onto a smaller quad fine?

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