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What is heavier on a computer?

Started by Structural Jan 27, 2003 at 7:02 AM 2 replies 200+ views
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Structural
Structural
A number of translates and rotation, or rebinding textures. More concrete: I have a number of actors in my world, each with one or more textures. I have been thinking of how I can best render this. If I bind all textures once, I need to loop through the actors multiple time, causing me to make more calls to translate and rotate. On the other hand, if I decide to render each actor in one go, I will find myself rebinding the same texture a few times, because some actors use the same texture. Another question regarding this: How about enabling and disabling textures. For example, if I decide in a later stage to use only one single texture on actors which have textured and non-textured parts. What would be more efficient? Enabeling and Disabeling textures a few more times, or enabeling it once, and render seperate parts of each actor, making more calls to translate and rotate. TY ______________________________ "A computer is meant to be a big calculator, not a storage device" Struct.m33p.net
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Basiror
Basiror
another thing you could do is take a large texture with all your skin textures in it

i am thinking of a 1024*1024 texture
convert your texture coordinate to match the new texture
and you are fine without any rebinding any textures

the maximum texture size is 2048*2048 on gf2 cards at least on mine but i don t know of the texturelump size

in former times it was 65000 256*256 find it out on your own
http://www.8ung.at/basiror/theironcross.html
Structural
Structural
Hey, that''s quite a good idea Basiror! I hadn''t thought about that yet.

One question remains though: What if my object has textured and non-textured parts? Would I be better off rendering the textured bits first, then turning off texturing ONCE, then drawing the non-textured parts. This would require me to make more calls to translate and rotate to position the parts properly.
Or would it be wiser to enable and disable textures for each actor. I would make more calls to glenable and disable, but I''d save me repositioning the parts another time.

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