how to keep triangle texture
hi,
im kinda new in computer graphic so sorry for noob question ;)
im having a problem try to understand how texture is kept in CG. i understand its a uv mapping (like x y in cartesian) but how if eg i want to keep a triangle texture? does it mean im going to ignore half of my texture space?
thanks in advance
hi :)
usually all of your textures must be rectangular or in older hardware, square and power-of-two sized (32x32, 64x64, 128x128...)
So if you only want to have a triangle, or a sphere, or any other shape, you´ll have to waste some texture space. Many times, you´ll want to pack images together so they fit as nicely as possible inside the same texture, for example having 2 different triangular shaped images in the same texture to fill it completely, instead of having two square textures, one for each triangle.
If you take a look at old games´ tilesets or character textures, you´ll see how the artists managed to compress everything as tightly as possible to avoid wasting too much space.
usually all of your textures must be rectangular or in older hardware, square and power-of-two sized (32x32, 64x64, 128x128...)
So if you only want to have a triangle, or a sphere, or any other shape, you´ll have to waste some texture space. Many times, you´ll want to pack images together so they fit as nicely as possible inside the same texture, for example having 2 different triangular shaped images in the same texture to fill it completely, instead of having two square textures, one for each triangle.
If you take a look at old games´ tilesets or character textures, you´ll see how the artists managed to compress everything as tightly as possible to avoid wasting too much space.
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