Jump to content
  • Advertisement
Sign in to follow this  
UnIXbLueStar

Texture set

This topic is 3680 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

What is the best size of texture set? my game is gonna use mass 64x64 textures for terrain. ill store them in a 1024x1024 texture (4096 texture in one). is 1024x1024 reasonable ? and, how do we make a part of texture repeat over a polygon, its just gonna show the others texture included in the set.

Share this post


Link to post
Share on other sites
Advertisement
Quote:
Original post by UnIXbLueStar
how do we make a part of texture repeat over a polygon


See here under the section "Repeating and Clamping Textures".

Share this post


Link to post
Share on other sites
I think he wanted information about a "Texture Atlas", which includes having many images in a single texture so it doesn't involve that much texture switching. What he is asking for is, how can you get one of those images tiled without the entire atlas tiling on a surface.

Share this post


Link to post
Share on other sites
Quote:
Original post by PinguinDude
I think he wanted information about a "Texture Atlas", which includes having many images in a single texture so it doesn't involve that much texture switching. What he is asking for is, how can you get one of those images tiled without the entire atlas tiling on a surface.


You're right, I should have read his post more carefully.

In that case, take a look at this and this article. It might not be exactly what you want, but it might help you get some ideas.

Share this post


Link to post
Share on other sites
No that is not quite it either, imagine you have a building, it has brick.png and concrete.png and door.png. In this case, he wants all of those textures to be loaded up in 1 big texture. The issue is that, brick.png needs to be repeated over a certain wall, for example 5 times instead of stretched over the wall.

Doing this, with normal UV coordinates will end up in the entire texture atlas being repeat.

Share this post


Link to post
Share on other sites
Quote:
Original post by PinguinDude
No that is not quite it either, imagine you have a building, it has brick.png and concrete.png and door.png. In this case, he wants all of those textures to be loaded up in 1 big texture. The issue is that, brick.png needs to be repeated over a certain wall, for example 5 times instead of stretched over the wall.

Doing this, with normal UV coordinates will end up in the entire texture atlas being repeat.


Just a quick thought (Have not fleshed out)
Options -
1. Repeat Brick.png manaully yourself in the atlas
2. Do not put repeating textures in the atlas
3. Create a repeating Atlas for all repeating textures


Share this post


Link to post
Share on other sites
Quote:
Original post by Andrew Kabakwu
Quote:
Original post by PinguinDude
No that is not quite it either, imagine you have a building, it has brick.png and concrete.png and door.png. In this case, he wants all of those textures to be loaded up in 1 big texture. The issue is that, brick.png needs to be repeated over a certain wall, for example 5 times instead of stretched over the wall.

Doing this, with normal UV coordinates will end up in the entire texture atlas being repeat.


Just a quick thought (Have not fleshed out)
Options -
1. Repeat Brick.png manaully yourself in the atlas
2. Do not put repeating textures in the atlas
3. Create a repeating Atlas for all repeating textures


that would kill the purpose of why im doing it.
im trying to save bindtexture calls.
if i have to draw more vertex its not any better.
if i have to make more atlas either.
and even less if i have to cut it from the atlas and make a new one.

Share this post


Link to post
Share on other sites
1024x1024 is fairly reasonable for today's hardware.

I don't think repeating the texture is possible if you're sticking to the fixed pipeline, you could do it with a fragment/pixel shader though.

Share this post


Link to post
Share on other sites
Quote:
Original post by Kwizatz
1024x1024 is fairly reasonable for today's hardware.

I don't think repeating the texture is possible if you're sticking to the fixed pipeline, you could do it with a fragment/pixel shader though.


any idea of the best technique to put texture on a terrain ?
im making a terrain editor and the terrain is a big plane that can split when more detail needed. Look like this :

28784745tx9.jpg

each quad of the terrain is represented by a square.



Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!