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2D Texture size

Started by Digital Extent Dec 22, 2002 at 12:08 AM 3 replies 200+ views
Original Post
Digital Extent
Digital Extent
Hi, I''m using textures to store picture frames for my sprites. I''m thinking of loading add frames that an object has to deal with into one texture, and another for another object and so on. If I do a 512x512 texture with each frames at 64x64 pixels, I could only get 64 frames on it. Is it a bad idea then to do a 1024x1024 pixels texture? Are any other way?
Programming is easy, thinking is hard.
Kuladus
Kuladus
isn''t 64 frames per object enough?
you could always use a 1024x1024 texture for the main characters and then smaller ones for the other less detailed objects.
Great Milenko
Great Milenko
the bad thing with using 1024x1024 textures is that some gfx card may not support textures this large... GeForce''s and Radeons will but I don''t know about Voodoo, SiS, Intel, ect. may be a consern... someone with a little that knows a little more on the max texture size on the diffrent card would probably be able to tell you more...
The Great Milenko"Don't stick a pretzel up your ass, it might get stuck in there.""Computer Programming is findding the right wrench to hammer in the correct screw."
Digital Extent
Digital Extent
64 frames isn''t enough. For smooth animation, even moving left or right takes about 10 frames. I want to be able to cover all animation on one textures.

Perhaps 32x32 frame is a good idea?
Programming is easy, thinking is hard.
JuNC
JuNC
Can''t you just use more than one texture per object?

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