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Power two textures #19974
11/18/03 01:06
11/18/03 01:06
Joined: Jan 2003
Posts: 710
T
Templar Offline OP
Developer
Templar  Offline OP
Developer
T

Joined: Jan 2003
Posts: 710
Hi,

I know that loading and manipulating with textures like 256x256, 512x512 is much faster but I was wondering if it is the same with textures like 128x256, 1024x128 etc.

T.

Re: Power two textures [Re: Templar] #19975
11/18/03 07:04
11/18/03 07:04
Joined: Aug 2003
Posts: 2,008
Bucharest, Romania
George Offline

Expert
George  Offline

Expert

Joined: Aug 2003
Posts: 2,008
Bucharest, Romania
"I was wondering if it is the same with textures like 128x256, 1024x128 etc". Just make sure that the textures are a power of 2.

Re: Power two textures [Re: George] #19976
11/18/03 16:43
11/18/03 16:43
Joined: Jan 2003
Posts: 710
T
Templar Offline OP
Developer
Templar  Offline OP
Developer
T

Joined: Jan 2003
Posts: 710
I know - these sizes are a power of 2, but I'd like to know if loading textures that are not square but still a power of 2 (for example 1024x256 instead of 1024x1024) isn't any slower.

T.

Re: Power two textures [Re: Templar] #19977
11/18/03 16:55
11/18/03 16:55

A
Anonymous
Unregistered
Anonymous
Unregistered
A



It's a power of 2 but I am not sure about the speed.

Re: Power two textures [Re: Templar] #19978
11/18/03 17:47
11/18/03 17:47
Joined: Sep 2003
Posts: 4,959
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Grimber Offline
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Grimber  Offline
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Joined: Sep 2003
Posts: 4,959
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the poswers of 2 refur to how textures are tiled in WED

each quant is 1 pixel square.
each square is 16 quants square thus 16x16 pixels is size
each block square is 8 squares squared = 128 pixels square

textures are tiled starting at the origin of the level (0,0,0)

so if you place a block 2 squares right of origin (X+32 quants)
and you texture it with a 128 x 128 texture the first 32 pixels x direction of the texture are chopped off, then the last 96 are placed on the block then the texture repeats itself.

Test this yoruself. make a level place one block offcenter from the origin
texture it with a 128x128 texture.

now while watching the block grab and drag that block around across the X axis you will see the texture shifting as you move it.

this is part of the preplanning of your blocks in your levels to deal with your texture sizes best to build blocks to size of your textures when possible so cut down a great deal of resizing textures every face




Re: Power two textures [Re: Grimber] #19979
11/18/03 18:05
11/18/03 18:05
Joined: Jul 2000
Posts: 11,321
Virginia, USA
Dan Silverman Offline
Senior Expert
Dan Silverman  Offline
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Joined: Jul 2000
Posts: 11,321
Virginia, USA
He was asking about the speed at which a video card or engine handles textures. He wanted to know if a texture that was 512 x 512 (square) would load/run as fast as one that is 256 x 1024 (non-square). Both are powers of two and would consume the same amount of video memory, but would both be handled the same by either the engine or the video card (as far as speed is concerned). I believe the answer is "yes" that both would be the same to the engine or video card.

In any case, textures are a power of two NOT because of quants or grids in WED, etc., but because video cards are optimized to work with textures at a power of two for RT3D. 3DGS uses the quant/grid system it does to support this.


Professional 2D, 3D and Real-Time 3D Content Creation:
HyperGraph Studios
Re: Power two textures [Re: Dan Silverman] #19980
11/18/03 18:29
11/18/03 18:29
Joined: Sep 2003
Posts: 4,959
US
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Grimber Offline
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Grimber  Offline
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cool didn't know that thanks Dan


Re: Power two textures [Re: Dan Silverman] #19981
11/19/03 05:20
11/19/03 05:20
Joined: Jan 2003
Posts: 710
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Templar Offline OP
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Templar  Offline OP
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Joined: Jan 2003
Posts: 710
Thanks Dan!


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