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Using big textures and GetMaxTextureSize
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Topic: Using big textures and GetMaxTextureSize (Read 163 times)
DanDixon
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Posts: 181
Using big textures and GetMaxTextureSize
«
on:
September 22, 2008, 10:41:53 PM »
What happens if you try to load a texture that's larger than what TVDeviceInfo.GetMaxTextureSize says you can load?
I have a 4096x2048 background image that I'd like to use (it's full sky panoramic of the Milky Way) but it seems that the average video card only accepts textures up to 2048x2048.
What is the correct way to load this sized texture when GetMaxTextureSize reports something smaller?
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Fox1980
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Posts: 239
Re: Using big textures and GetMaxTextureSize
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Reply #1 on:
September 23, 2008, 06:28:28 AM »
If you really need to load such a large texture i suggest you split both the sky mesh and the texture in two.
2048x2048 might even be too much for some older video cards so you may also want to have a version split into 4 textures and 4 meshes. That's what i would do.
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"Programmers don't die. They just GO SUB without RETURN."
SylvainTV
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Posts: 4479
Re: Using big textures and GetMaxTextureSize
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Reply #2 on:
September 23, 2008, 12:04:08 PM »
If the texture is too big, it's getting downsized to the best available size on the device.
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