Sign in to follow this  

oversized textures with segments

This topic is 4839 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Suppose the graphics card supports a 2048x2048 texture and you load one in. What would performance be compared to drawing 1/16 of this texture (512x512) on a face to drawing a native 512x512 texture?

Share this post


Link to post
Share on other sites
Most likey worse, Unless you where rendering multiple 1/16th sections that would of required multiple 512x512 textures to switch beween for rendering each object, as texture switchs can be very costly. The exact numbers you'll have to make a test application and try it on a few target cards.

Share this post


Link to post
Share on other sites
I've been thinking about a sort of random terrain texturing where multiple slightly varying textures are in a single texture and a region (UV coords) would be randomly selected for each quad (or whatever) of the terrain. I think it would work especially well if storing alpha masks like this and using them randomly with a different overlay texture than the ground texture for some kind of splatting.

If a 2048x2048 was used I would have 16 512x512 regions to randomly pull from making for some highly varied terrain texture. I'll probably write a quick loop to make a high poly quad and compare the differences between the native and regional.

It's said that large textures don't work well with the cache though... :/

Share this post


Link to post
Share on other sites
Guest Anonymous Poster
Quote:
Original post by iosys
I've been thinking about a sort of random terrain texturing where multiple slightly varying textures are in a single texture and a region (UV coords) would be randomly selected for each quad (or whatever) of the terrain. I think it would work especially well if storing alpha masks like this and using them randomly with a different overlay texture than the ground texture for some kind of splatting.

If a 2048x2048 was used I would have 16 512x512 regions to randomly pull from making for some highly varied terrain texture. I'll probably write a quick loop to make a high poly quad and compare the differences between the native and regional.

It's said that large textures don't work well with the cache though... :/


^^^^ meaning there is some pixel cached schemes that cant keep large rows (ie 2k) for certain sampling operations.

Where did you here this??

I was considering using 2k x 2K textures for billboards (multiple images on one texture via UV ) to cut down on texture switching overhead. Hmm I will have to watch/test the performance for that.....

Share this post


Link to post
Share on other sites

This topic is 4839 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Sign in to follow this