Author Topic: HTL texturing questions  (Read 1207 times)

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Offline Lynx

  • 211
HTL texturing questions
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,?
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Offline aldo_14

  • Gunnery Control
  • 213
Globally low, I believe.   It's due to the delay of switching between maps (context switching?) when drawing the polys ( i think).

 

Offline Lynx

  • 211
So it's better if I include the turret maps in the main texture, right?
Give a man fire and he'll be warm for a day, but set fire to him and he'll be warm for the rest of his life.

 

Offline StratComm

  • The POFressor
  • 212
  • Cameron Crazy
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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,
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Last edited by StratComm on 08-23-2027 at 08:34 PM