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Texture Management in FPS

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Hi, i have coded a simple fps engine, optimized for indoor scenes. currently the level is partitioned by a bsp. i want to dynamically load / unload my textures, according to what textures are in the current visible nodes. since my lightmaps are very big, this would be neccessary. is this idea bad? how would you implement a dynamic texture management system? thanks Gammastrahler

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That is going to be hella-slow. And it''ll thrash the disk something rotten, not to mention the fact if someone stands in the same place and spins in a circle it''ll end up throwing vast amounts of crap at the graphics card. Also are you going to need to generate mipmaps? Probably ain''t too fast either. I suppose you could implement some kind of caching and smart prefetching or something, but urgh . . .

I''d guess it couldn''t really be done. Are you sure it''s neccessary? How big are you lightmaps? In general they really don''t need a particularly high resolution.

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quote:
Original post by Gammastrahler
Hi,

i have coded a simple fps engine, optimized for indoor scenes. currently the level is partitioned by a bsp.

i want to dynamically load / unload my textures, according to what textures are in the current visible nodes. since my lightmaps are very big, this would be neccessary.

is this idea bad? how would you implement a dynamic texture management system?

thanks
Gammastrahler



Honestly, you''d probably be better of letting the drivers handle the loading/unloading of the textures.

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Yes, leave the textures loaded. The graphics API is optimised to load the data across to your graphics card using an optimal algorithm acording to your specific card. The only time you should load/unload textures is when switching to a new level i.e. do a quick check to see if any of the textures currently loaded are needed by the new level, if they are keep them loaded otherwise unload them.

James

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