Hard Light Productions Forums
General FreeSpace => FreeSpace Discussion => Topic started by: RandomTiger on September 26, 2002, 09:10:16 am
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This information could be useful for source code decisions
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Hmm I had to search around, but apperently, it 4096x4096x32b for the GF3.
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i hacve no idea and dont care i can go as high as i want i think or atleast till monitor handels it :)
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Here is a program that will tell you if you dont know:
http://www.ijbrooks.demon.co.uk/tom/tTest.exe
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old radeon: 2048*2048
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Originally posted by RandomTiger
Here is a program that will tell you if you dont know:
http://www.ijbrooks.demon.co.uk/tom/tTest.exe
I put it in the C:\Program Files\DirectX, but it goves me an error and doesn't run. Where is it supposed to go?
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It should work anywhere. Perhaps you could tell me the error message. You probably need something you dont have.
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Hmm I had to search around, but apperently, it 4096x4096x32b for the GF3.
I guess that is what mine is then; I don't really know anything about texture sizes other than that the old Voodoo2 cards had some limitations there.
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Originally posted by RandomTiger
Here is a program that will tell you if you dont know:
http://www.ijbrooks.demon.co.uk/tom/tTest.exe
Direct3D could not be initialised.... etc.
Me got: MATROX 32MB G400 - I think it can go all the way up to about 2048*2048... must find another way to check.
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Is there really much point in having texture sizes above 1024 or so? The only people who would use anything bigger are professional 3D artists... :p
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I already told you mine, 1024x1024
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In normal code the main hall bitmap is loaded as one big 1024 x 768 texture then cut into smaller 256 x 256 bits. Im playing with the idea of just using a wopping 1024 x 1024 to display it, could save me a lot of trouble in the DX8 branch.
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Originally posted by CP5670
Is there really much point in having texture sizes above 1024 or so? The only people who would use anything bigger are professional 3D artists... :p
Bigger textures = more detail = cooler looks = better
So there. :p
EDIT: http://www.reactorcritical.com/chips/chip-g400.shtml - The G400 can handle up to 2048*2048. :)
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Originally posted by vyper
Bigger textures = more detail = cooler looks = better
Thats true but I find it difficult to think of a computer game that would ever need a texture bigger than 4096 sqrd. Also resolutions needed really go up much higher. THe gfx card makers are going to have to come up with something else to keep us going. Cant wait to see what they focus on.
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Well, there aren't many cards today that can handle these huge textures on everything while still having a high-polycount scene and keeping the framerate reasonable. :p
In normal code the main hall bitmap is loaded as one big 1024 x 768 texture then cut into smaller 256 x 256 bits. Im playing with the idea of just using a wopping 1024 x 1024 to display it, could save me a lot of trouble in the DX8 branch.
Ah, that's probably where those criss-crossing lines come from on GF3/GF4 cards. Is it possible to show menus in 2D using Directdraw or something and switching to 3D mode in the actual game only? (this is what most games do)
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Originally posted by CP5670
Is it possible to show menus in 2D using Directdraw or something and switching to 3D mode in the actual game only? (this is what most games do)
DirectDraw doesnt exist any more, and if it did you wouldnt catch me anywhere near it!