|
From: Frank C <li...@si...> - 2004-07-13 18:06:05
|
On 13-Jul-04, at 1:36 PM, Keith Wiley wrote: > On Tue, 13 Jul 2004, Frank C wrote: > >> To get back to the original topic of this post, I think your reasoning >> for wanting mipmapping may be flawed - it's probably faster to simply >> _not_ use mipmapping at all, at the cost of image quality. > > By which you mean that I should use pixmaps and let the engine do it > automatically, or you mean I shouldn't be decreasing resolution when an > object is distant from the camera? To not use mipmaps you create a mipmap texture and set it's useMipmapping field to false... (I know it sounds weird to use a mipmap texture when you don't want mipmaps but that's how it's done). > The program I'm writing (a game) is going to push pretty hard on the > hardware. Right now I'm only working on the terrain engine, without > any > objects at all in the world. I'm trying to find a way to get terrain > tiles in the distance to render with lower res textures. I have > already > experimented with manually inserting lower res textures for distant > objects and I get significant speedups. Depending on your needs this may indeed be faster than letting Quesa/OpenGL handle it, since you can control exactly how many textures to use whereas Quesa always uses a full set. I'm actually very surprised you see a speed up when using more textures rather than just using one, but maybe your full-size texture is a little much for your hardware, or it's being uploaded more often than it needs to be. Frank. |