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Texture Tiling

Started by NightShade Jan 19, 2001 at 4:10 PM 0 replies 200+ views
Original Post
NightShade
NightShade
Ok, this question may sound a little simple but it''s something I never fully understood or accepted. Assume you''re making a game. The game has to run on most current 3d hardware. This includes voodoo cards. You have a large, say, floor that consists of a small texture that gets tiled. Lets say it has 10 iterations in the X and Z directions. The geometry can be made several different ways: a) Simplest, have 2 polygons with texture UV coordinates from 0 to 10. b) If we want better lighting, we can have 11x11 vertices with tu and tv values in increments of one. c) Finally, we can have 10x10x4 vertices, where each tile of the texture is contained in a group of 4, that have UV''s of 0 and 1. In other words, one texture per 4 vertices, or, for each corner of each tiled texture, we have a unique vertex (though many vertices shame the same position in space). Now, voodoo cards don''t handle texture coordinates outside the range 0.0 .. 1.0 right? so we can''t even use A or B on one of these. Is this coorect? So then the only option if we want this game to run on voodoo is to use option C, and have many wasted vertices. Is this right? Is there some way to work around it? Is it even worth worrying about? Thanks for helping me close this dark chapter in my life!
-ns-
-ns-
Serge K
Serge K
quote:
Original post by NightShade

Now, voodoo cards don''t handle texture coordinates outside the range 0.0 .. 1.0 right?



Wrong.
Voodoo cards handle texture coordinates in the range -128..128

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