Terrain Texture Limit
by Jacob Dankovchik · in Torque 3D Professional · 10/23/2009 (8:00 pm) · 6 replies
Welll, I finally hit it. I remember reading something about 255 texture layers being possible or something like that. I knew that sounded to good to mean it the way I thought. :P
So yea, while working on my environment pack I hit the limit for textures on a terrain. At 31 complete textures, all with diffuse, detail, normal, and parallax, the terrain is still stable. Once you paint the 32nd texture onto the terrain the engine crashes. I also found that if you create a 33rd layer and attempt to paint it, it will only place the diffuse map and that will be unblended. Here is a screenshot to demonstrate that.

Soo, yea.. Looks like keep it at 31 and under.
So yea, while working on my environment pack I hit the limit for textures on a terrain. At 31 complete textures, all with diffuse, detail, normal, and parallax, the terrain is still stable. Once you paint the 32nd texture onto the terrain the engine crashes. I also found that if you create a 33rd layer and attempt to paint it, it will only place the diffuse map and that will be unblended. Here is a screenshot to demonstrate that.

Soo, yea.. Looks like keep it at 31 and under.
About the author
#2
Meh, I don't care for it, I didn't know what I was really doing when I made it.. Definitely going to redo that texture, I have WAY better ones made now.
10/23/2009 (8:41 pm)
Quote:nice grass.
Meh, I don't care for it, I didn't know what I was really doing when I made it.. Definitely going to redo that texture, I have WAY better ones made now.
#3
10/23/2009 (9:02 pm)
Wow! Looking forward to seeing them.
#4
Actually its just something i overlooked. I'll fix it for 1.1 to use a BitVector instead of a U32 for the per-cell material state.
10/27/2009 (5:27 am)
Congrats Jacob... you found my secret terrain limit! :)Actually its just something i overlooked. I'll fix it for 1.1 to use a BitVector instead of a U32 for the per-cell material state.
#5
01/22/2010 (12:06 pm)
Still an issue in 1.1alpha --- though I was only testing out of curiosity rather than anything I personally required ...
Torque 3D Owner Steve
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