I dont mean to be harsh but your theory is flawed..because mip maps don't take 'GPU usage' only video memory. In fact mip maps speed up rendering because the smaller the textures the fewer pixels that need to be processed. Normally a mipmap chain takes up a small amount of memory, and on modern cards it's negligible. So bascially you should just use normal mipmaps.
Yes, mipmaps speed up rendering, but wouldn't having only one mipmap chain for ~100 different terrains make a slight difference? Even it it just improves it a little, then it would be useful.
Thanks, Brian
Re: blurring terrain multitex at a distance...
[Re: Blackberry]
#42440 03/14/0511:5303/14/0511:53
if you are using a multitextureing shader you should not have 100 different textures though, just the skins used in the material. Why would you have 100 + terrains in a level anyway, that's crazy.
You are correct. There will still only be the same skins. The reason that I want 100 terrains is that I have an extremely large area to cover (a few miles) and I need the loading of all of the terrains and objects to be smooth. The smaller the terrains to load, the faster the loading. All of my terrains are also fairly detailed, which makes it even tougher to split up. So my thoughts on performance are just to make the game run smooth. Thank you with all of your help. I've already learned a lot from messing with the code.