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graveyard filla

what texture sizes to use ?

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hi, im working on a 2d RPG and am wondering.. what is a good texture size to use? keep in mind its only 2D so i want it to work on older machines.id like it so i dont have to split up big images like GUI stuff though. thanks for any help

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maybe i worded the question badly.

basically, im wondering what is the recommended texture sizes for textures. most of my images are small, so i stick a bunch of them into a single texture. tiles for instance, are only 32x32, but i can make 128x128 tile sheets, or 256x256 tile sheets, etc. what size do you recommend i make my textures? thanks for any help

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Quote:
Original post by graveyard filla
maybe i worded the question badly.

basically, im wondering what is the recommended texture sizes for textures. most of my images are small, so i stick a bunch of them into a single texture. tiles for instance, are only 32x32, but i can make 128x128 tile sheets, or 256x256 tile sheets, etc. what size do you recommend i make my textures? thanks for any help


thats up to you. Depends on how much detail you are after. I personally like nicer looking textures. So I would go with 256x256 and do like you are now put all textures in one 256x256.

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what would detail have anything to do with anything? like i said, i have a bunch of smaller images that ill just shove into a big texture. the question is, what size texture is optimal if i want my game to be supported on old and crappy computers? even ones with just a build in on board video card. basically its a compatability and memory concern. thanks again

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Most videocards can support up to 1024x1024 and even 2048x2048. I am not sure but Voodoo cards I think were limited to 1024x1024. So if you asking about speed shouldn't be an issue, but memory useage will. But were talking 256 texture at most should take up 262k. So like I said before use whatever you want.

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Basically, the tiles are going to use the same amount of memory, independent of whether you group them together into large or small textures.
You can probably safely assume that any card today supports a texture size of 1024x1024.
Though, by putting several tiles together in one large texture, you can minimize texture swapping, which is an expensive process.

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Quote:
Original post by MARS_999
Most videocards can support up to 1024x1024 and even 2048x2048. I am not sure but Voodoo cards I think were limited to 1024x1024.

Voodoo cards were limited to 256x256 textures.

512x512 and 1024x1024 is pretty safe really though, that includes TNT and up.

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Use glGetIntegerv(GL_MAX_TEXTURE_SIZE, ...) to figure out what the card supports. If your image is too big, use gluScaleImage() to scale it down.

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so gluScaleImage() will take a given texture and shrink it? so im guessing theres a loss of quality? either way, thats pretty sweet to allow me to use big textures and then shrink them if there not supported... but wont this screwed up the texture coordinates then? so i would need to re-calculate the texture coords since the image is now shrunken? thanks again everyone

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