Terrain Texture Sizes?
by Shaun Reveal · in Torque Game Engine Advanced · 07/03/2008 (2:49 pm) · 9 replies
Trying to find information about terrain texture sizes without any luck on here. Not a lot of information on 1.7 yet. :P
Can TGEA support terrain textures larger then 256x256? Like 512x512 and 1024x1024.
Can TGEA support terrain textures larger then 256x256? Like 512x512 and 1024x1024.
#2
07/08/2008 (5:44 am)
Thanks, I wasn't sure. Because TGE messes up the texture when I tried a 512x512 one. If you can remember the nifty thing, then let me know. Hard to find stuff for TGEA 1.7. Not enough docs. :P
#3
07/08/2008 (6:17 am)
You can use any texture size you want, assuming your hardware supports it.
#4
TexelsPerMeter - basically how many times the texture will tile over a terrain square. input as 8, 16, 32, 64, 128 - higher numbers gives more tiling which makes textures smaller/more detailed.
ClipMapSizeLog2 - seems to control sharpness/blur of terrain texture. 9 is blurry, 10 is sharp, 11 is fantastic and causes hideous lag. (11 seems to be editable only by editing/hacking the mission file directly)
07/08/2008 (6:43 am)
The Nifty Thing:TexelsPerMeter - basically how many times the texture will tile over a terrain square. input as 8, 16, 32, 64, 128 - higher numbers gives more tiling which makes textures smaller/more detailed.
ClipMapSizeLog2 - seems to control sharpness/blur of terrain texture. 9 is blurry, 10 is sharp, 11 is fantastic and causes hideous lag. (11 seems to be editable only by editing/hacking the mission file directly)
#5
Maybe that was a bug and they've fixed it?
08/30/2008 (12:35 am)
I've toyed with those settings myself - the TexelsPerMeter, etc... And, at least with the Texels one, when I put it higher than 32 and update, it would tend to screw up the display - I'd get this grid filling up the entire view-port, and I'd have to restart the app.Maybe that was a bug and they've fixed it?
#6
Are you sure that isn't the hotkeys functions on the numberpad?
08/30/2008 (7:16 am)
Grid filling up viewport? Are you sure that isn't the hotkeys functions on the numberpad?
#7
It was on an earlier release, so it might have been some random glitch.
08/30/2008 (8:21 am)
Nope... Would change the number in the properties dialog, click on Update, click back in the 3D viewport and the entire thing would fill up with a grey grid.It was on an earlier release, so it might have been some random glitch.
#8
The "ClipmapSizeLog2" is the size of the largest texture - 9 is 512x512, 10 is 1024x1024, and 11 is 2048x2048. A clipmap is not just one texture, though - it's a whole stack of textures. So if you have 1 2048x2048 textures, then you have multiples of 1024x1024, even more 512x512, tons of 256x256 (etc) - this quickly eats up memory.
"TexelsPerMeter" defines how many texels are per world unit. Changing this value will change how big the clipmap textures are worldspace. at 8 texels per meter, the clipmap texture spreads out quite a bit, this means you need less clipmap textures. At 16 texels per meter, your clipmap still has the same resolution, but now it covers 1/4 the space in the world, so you need more textures.
If you bump the numbers up really high, it looks pretty, but you get to a point where you don't have enough memory.
08/30/2008 (9:13 am)
The terrain uses a ClipMap - that is, it dynamically builds a series of textures based on the textures that you assign to the terrain. The texture is centered around the player. The "ClipmapSizeLog2" is the size of the largest texture - 9 is 512x512, 10 is 1024x1024, and 11 is 2048x2048. A clipmap is not just one texture, though - it's a whole stack of textures. So if you have 1 2048x2048 textures, then you have multiples of 1024x1024, even more 512x512, tons of 256x256 (etc) - this quickly eats up memory.
"TexelsPerMeter" defines how many texels are per world unit. Changing this value will change how big the clipmap textures are worldspace. at 8 texels per meter, the clipmap texture spreads out quite a bit, this means you need less clipmap textures. At 16 texels per meter, your clipmap still has the same resolution, but now it covers 1/4 the space in the world, so you need more textures.
If you bump the numbers up really high, it looks pretty, but you get to a point where you don't have enough memory.
#9
08/30/2008 (4:44 pm)
Thanks for the ClipMapSizeLog explanation, I'd be wondering about that.
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