Huge textures?
John Biddiscombe
j.biddiscombe at rl.ac.uk
Fri Apr 28 04:25:32 EDT 2000
On all machines I've tested so far (NT) the max texture size has never
exceeded 1024 (most are 512) (as returned by glGet...MAX_TEX...or whatever
it is).
Is there any way around breaking a large (e.g. terrain mesh) into small
pieces and stuffing each piece into a seperate actor and assigning each
actor a different "piece" of texture.
There are a number of reasons why I don't want to break up data
a) It's a pain breaking the data up
b) I want the data in one piece for getCell reasons and don't want n copies
of bits of it lying around
c) performance (display lists as mentioned in previous post)
d) It's a less elegant way of doing the job.
How about more complex texture coordinates? texture arrays and subID's ???
John B
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