Framerate drop when tiling textures ???

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2 comments, last by Crawl 22 years, 2 months ago
I was just creating a simple brute-force terrain renderer to experiment with octree's. Everything runs fine until i start tiling the texture. example: for( DWORD i=0; i dwNumVerts; i++ ) { pVerts.tu *= 20.0f; pVerts.tv *= 20.0f; } Instead of having 1 textures covering the whole terrain, you now have 400 (20*20) textures tiled. But when i do this the framerate drops like a brick!! Does anyone know why?? I've been working with DirectX for 6-7 months now but never noticed this. Does DirectX prefer it's texture coordinates to stay within the 0.0 - 1.0 range ??? </i> —————————- "Quotes are cool" - Me Check out my game <a href="http://www.gamedev.net/community/gds/projects/default.asp?projectID=428">Asteroidz</a>, it rules !!! Edited by - Crawl on February 20, 2002 2:14:56 PM Edited by - Crawl on February 20, 2002 2:15:41 PM
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Hi there,

I''ve never had a tiled texture cause any real noticable performance drops.

If you haven''t already, you might find the "MaxTextureRepeat" capability of the card and make sure you''re not exceeding it.

What kind of 3d card do you have?



-ns-
Depending on the size of the texture, it could be a fillrate problem. If you are tiling a 1024x1024 texture 400 times, it could eat your fillrate.

Moe''s Site
If there''s anything to avoid with current hardware then it is texture state changes. Try using fewer textures and aggressivly batch (sort) tiles sharing the same texture.

quote:Original post by Crawl
I was just creating a simple brute-force terrain renderer to experiment with octree''s.
Everything runs fine until i start tiling the texture.

example:
for( DWORD i=0; i dwNumVerts; i++ )
{
pVerts.tu *= 20.0f;
pVerts.tv *= 20.0f;<br>}<br><br>Instead of having 1 textures covering the whole terrain, you now have 400 (20*20) textures tiled.<br><br>But when i do this the framerate drops like a brick!! Does anyone know why?? I''ve been working with DirectX for 6-7 months now but never noticed this.<br><br>Does DirectX prefer it''s texture coordinates to stay within the 0.0 - 1.0 range ??? </i> <br><br>—————————-<br>"Quotes are cool" - Me<br>Check out my game <a href="http://www.gamedev.net/community/gds/projects/default.asp?projectID=428">Asteroidz</a>, it rules !!!<br><br><br>Edited by - Crawl on February 20, 2002 2:14:56 PM<br><br>Edited by - Crawl on February 20, 2002 2:15:41 PM <hr height=1 noshade></SPAN></BLOCKQUOTE> <br><br>

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