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Author Topic:   Non-square textures
Tailslide
Pilot
posted 07-04- 11:34 AM     Click Here to See the Profile for Tailslide   Click Here to Email Tailslide     Edit/Delete Message   Reply w/Quote

Does a 128x64 texture file use less texture memory than a 128x128 texture file or does SDOE/D3D have to allocate the texture memory in square blocks?

TS

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Laika 801
Pilot
posted 07-04- 04:43 PM     Click Here to See the Profile for Laika 801   Click Here to Email Laika 801     Edit/Delete Message   Reply w/Quote
quote:
The file size for a texture does not relate directly to the size of the texture as used by the engine.
On startup we convert all the textures to the format that the renderer wants. For our current crop of hardware renderers, they all use 16bit textures.

This means that you have to remember to multiply by two when computing the memory footprint of your texture, regardless of bit depth or size of the original.

16x16x2 = 512 bytes
32x32x2 = 2048 bytes
...
256x256x2 = 131072 bytes

plus about a dozen bytes of overhead per texture.


Thats what MH wrote in the other topic. I'm not sure if I understand what you want to know. But when you use 2 different textures, both 128x64 and make one 128x128-sized out of it you would "save" texture space. So I guess you want to know how (if ?)the engine works with 128x64-sized textures ?

Tail, you know I'm very interested in this, cause the instrument/main-panel solution for the Pe-2 and all other soviet planes should be a gooood one - check your mail !

LK

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Aui
Pilot
posted 07-04- 06:33 PM     Click Here to See the Profile for Aui   Click Here to Email Aui     Edit/Delete Message   Reply w/Quote
If I remember earlier posts right I think the game uses squares...
And thereby the only way to use a non filled texture efficiently(sp?) is to do like the shipped U-boat is textured. Or fill the unused space with something else.

//Aui

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Tailslide
Pilot
posted 07-04- 06:40 PM     Click Here to See the Profile for Tailslide   Click Here to Email Tailslide     Edit/Delete Message   Reply w/Quote

>when you use 2 different textures, both
>128x64 and make one 128x128-sized out of it
>you would "save" texture space.

That's exactly what I wanted to know, thanks !

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dauntless851
Pilot
posted 07-04- 10:23 PM     Click Here to See the Profile for dauntless851   Click Here to Email dauntless851     Edit/Delete Message   Reply w/Quote

I've been fooling around with the texture maps for WW2 Fighters' planes. I never realized that those gorgeous planes were done in 8-bit textures.
Here is an example of the SDOE Mustang texture. The top pic is 8-bit 256 color and uses 65k of memory. The bottom P-51 is 24-bit 16 million colors,and uses 192k of memory.


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Bryan Russell
Pilot
posted 07-04- 11:39 PM     Click Here to See the Profile for Bryan Russell   Click Here to Email Bryan Russell     Edit/Delete Message   Reply w/Quote
Unfortunatly dauntless the textures are all converted to 16 bit format (see MH quote above) when they are put into the texture cache and use the same amount of texture memory regardless of the format of the external file.

I would expect that WWII fighters would do the same thing. The video card will be expecting a texture format comparible with its screen format. Maybe they use 8-bit to satisy the software renderer?

On the 128x64 issue. All of the textures internal to SDOE are square and I expect that the non-square textures are resized to either 128x128 and just use more memory, or 64x64 and lose quality, either way its not good.


[This message has been edited by Bryan Russell (edited 07-04-2000).]

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