Re: [Algorithms] Runtime tricks for better content?
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From: Adrian S. <sc...@8m...> - 2008-06-22 19:29:20
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> Problem: Evaluating the use of texture resolution and UV mapping > quality (pixel/texel ratio) on a per-platform basis We have about 20 different rendering modes for debugging content. For dealing with texture and uv mapping issues, in addition to the mode you describe, we have two others. One mode renders each mesh with a debug texture painted to indicate the largest texture used by its material. The other is very similar to the mode you describe except it applies a mip map bias relative to the difference in size between the largest texture used by the original material and the "mip map debug" texture. Instead of showing the size of the mip map actually being used by the hardware, this mode displays the mip level selected for each material. White indicates our top mip level and we tell the artists that every mesh should turn white at its closest normal viewing distance. Adrian |