At 9:56 AM +0200 3/31/06, Rasmus Keldorff wrote:
>My feeble understanding is that, due to the different
maxSize of textures
>between DX and OGL, *all textures in OGL show up at half
the resolution of
>DX*. This may not be true, but looking at SW3D games
between Windows and
>Mac, it often seems to be the case. If not true, and
something else is at
>play, at least it would be nice to have this theory
debunked.
I wonder about whether it takes a non-power of 2 to the
nearest power
of 2, or if OpenGL always takes it down to the one below,
but for
sure if it is a power of 2 it goes in correctly. You can
prove that
by doing a camera overlay and doing a screen shot, it ends
up as a
pixel perfect copy of the source texture.
The question of how distant textures appear in a scene may
be partly
dependent on the methods used in the video board. I would
have
thought that an OpenGL driven nVidia board would give the
same
results on Macs and PCs, at least up to textures of 512
across. For
texture above 512 you can build up a larger texture out of
powers of
2 smaller textures. I have a routine somewhere that makes a
mesh for
any size where all faces are powers of 2, with the routine
able to
take a maximum size parameter. By making a mesh with a
maximum face
size of 512, I could make large areas that were pixel
perfect.
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