Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Lynx on October 07, 2004, 12:57:12 pm

Title: HTL texturing questions
Post by: Lynx on October 07, 2004, 12:57:12 pm
As often said it's best to keep the number of textures low on a model...Now I didn't clearly understand: Does this mean for the whole model, i.e. does it matter for separate subobjects like turrets etc if they have their own map,?
Title: HTL texturing questions
Post by: aldo_14 on October 07, 2004, 01:01:55 pm
Globally low, I believe.   It's due to the delay of switching between maps (context switching?) when drawing the polys ( i think).
Title: HTL texturing questions
Post by: Lynx on October 07, 2004, 01:03:19 pm
So it's better if I include the turret maps in the main texture, right?
Title: HTL texturing questions
Post by: StratComm on October 07, 2004, 02:46:14 pm
no, turrets should have their own maps.   It's subobject-low that's important, and since subobjects are rendered seperately anyway it makes no difference in render time to have it based off of a texture already used somewhere else.  I'm not sure what the memory footprint of the methods looks like though,