Game Development Community

Max particle texture size?

by James Laker (BurNinG) · in Torque Game Engine · 04/24/2006 (8:46 am) · 10 replies

What's the maximum texture size for a particle?

And when i'm using a Particle with a texture list... What the maximum size for that? Is the the same as the previous question? Also... has anyone tried changing this size?

Cheers

#1
04/24/2006 (5:56 pm)
I'd assume it's the same as textures anywhere else in the engine. But anything too high is probably going to murder most systems if used in any volume, TGE's particle system isn't exactly the most efficient thing ever.
#2
04/25/2006 (1:09 am)
I managed to increase the size of particles. It is somewhere in in the particleEngine.cc. There's a constant that is 50. I've increased it to 1500. (Sorry, Don't have TGE code here at work). I know this is crazy but i'm only setting the size in script to about 500. I'm getting good results with texturelists. And seeing MASSIVE explosions is really worth the few Frame Rate drop.

Additionally there can always be setting in the graphics options, so I'm not too worried. We have to try and cater for low- to high-end machines.
#3
04/25/2006 (2:30 am)
Oh... I thought you meant the texture resolution. Yeah tweaking the variable caps on the particle systems is no big deal. I uncapped the phiReferenceVel value, as it's a spin speed and had no reason to be capped at only 360 or some crap.
#4
04/25/2006 (2:54 am)
Ya.... Is the Texture size max is 256x256?

I think I have increased this to 512 in the ParticleEngine.cc...

hehe.... Or otherwise I broke something else;)
#5
04/25/2006 (3:12 am)
Definatly wasn't maxed at 256 cause I use 512 size particles. So, i'd go with broke something else. ;)
#6
04/25/2006 (3:35 am)
Oops... Thanx Jacob... I'll have to check into that...
#7
04/25/2006 (3:42 am)
I would have thought you could use any size texture as long as it was a power of 2, like everything else in torque.
#8
04/25/2006 (4:03 am)
For particles that would be overkill... texturelist... Hmmm.... I dunno...

A texturelist is one basically 1 image... Particles is many. So tests will have to be done to see up until what textureresolution is acceptable vs the particle sizes (when looking at the smoke/fire/spark particle textures).
#9
04/25/2006 (6:10 am)
I found a good system was not to increase particle size, but to decrease the scale of everything else by 10x! That also keps those long-distance precision calculations from getting out of hand.
#10
04/25/2006 (6:28 am)
Interesting... But then that should be implemented right from the I suspect. To avoid redoing everything...
I really think the texturelist is the way to go here... I'll post screenshots of it with my next blog....

Just imagine this! My next buy...