Game Development Community

best way to handle texture mapping?

by screeg · in Torque 3D Beginner · 02/22/2010 (3:05 pm) · 3 replies

Someone told me that when you use a multi-subobject texture on a model, T3D will draw that model once for each sub-texture. Is that accurate?

Am I right that the best way to handle multiple small models is to group many textures into one super-texture, then have individual props access it?

#1
02/22/2010 (3:48 pm)
typically in game development you will use what is called a texture sheet for an object as it is the most efficient way for most engines to handle the texturing process. Typically you get into more performance trouble with textures then polygons, so compression is normally fairly important. Your texture sheets need to be a power of 2 (i.e 256x256, 512x512, 1024x1024 etc.) for some great examples of a good texture sheet take a look at these environments that use 1 4096x4096 texture sheet for the entire environment.

gameartisans.org/contests/uc/1/view_entries/finals_polycount_3d_12047.html
#2
02/26/2010 (6:31 am)
I know about the power of 2 rule, but thanks for the reply. Having only one map for the entire environment is definitely taking it all the way.

Can anyone address my first question: in T3D, if one object calls multiple texture maps, does the engine draw the object (polygons) multiple times?
#3
02/26/2010 (8:18 am)
I believe so, that's why the drawcalls goes up. Russell from Sickhead, said that the last LOD of a model should only have one texture to reduce these drawcalls (plus it'll be so small on screen nobody will be able to see the textures anyhow).

In console, to view your drawcalls, polys etc
metrics("FPS GFX");