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Skycube size #37152
11/30/04 07:36
11/30/04 07:36
Joined: Feb 2004
Posts: 347
BigBrainz Offline OP
Senior Member
BigBrainz  Offline OP
Senior Member

Joined: Feb 2004
Posts: 347
With the sky.scene flag, the texture size can "be bigger than the texture size limit of the 3D card." I understand that to mean that even on old voodoo cards with a 256x256 limit, I could still use a gigantic sky texture.

Does this still apply to 6-sided sky cubes? Generally, how badly is bitmap size going to impact performance? For instance, is a 1024x6144 map as insane as it sounds to me or are these sky images a lot less expensive somehow? (I'm trying to keep my texture usage very low).

Edit: Well, I tried the 1024x6144 map and my Quadro4 couldn't even generate it--not to mention how unbelievably huge the bitmap was. But that makes me wonder . . . could an old voodoo card could even handle a 256x1536 panorama?

Edit2: With this panorma I could actually just re-use the same bitmap for the North, South, East and West. Then a 2nd for both the top and bottom of the cube. Is there a way to feed just two separate bitmaps into a skycube? Or do you have to use all six of them stapled together? Maybe I can use a normal sky cylinder for the walls and a separate sky dome for the up--then reverse it for the down?

(This level takes on walkways in the middle of an infinitely tall machine room--it's not really a normal level).

Last edited by BigBrainz; 11/30/04 08:17.
Re: Skycube size [Re: BigBrainz] #37153
12/01/04 02:35
12/01/04 02:35
Joined: Jan 2003
Posts: 4,615
Cambridge
Joey Offline
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Joey  Offline
Expert

Joined: Jan 2003
Posts: 4,615
Cambridge
1024x6144 is a bit huge if you understand what i mean.... if you need really realistic scene graphics use multiple layers and sky entities.


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