I think the real solution is to find another way for the problem. 2048 is definitely a good maximum.
I think the real solution is to find another way for the problem. 2048 is definitely a good maximum.
yeah i mean why should you use a texture bigger then 1024?
youre 620x6200 example sounds like a map, such big images should be chopped
its not only about the graphiccards maximum texture size its also useful for the GPU to reduce oversized textures to be rendered permanently
OK, so after reading a few docs and some older system specs... I think I'll stick to
16x16,32x32,64x64,128x128 Images for Sprites.
My only other problem is (I'm confused) . If my game resolution is 640x480 ... and for now I've created a background image for the menu that is also 640x480 (but according to the Andorra 2d faq it's not efficient since it must be the power of two so it will be upscaled to ... 1024x512 ... and that is a lot of waste) ... how do the pros do this ? when they wanna fill the screen ? with a static hand drawn background... should I chop this image into
256x512
256x512
128x512
Even so I'm wasting the bottom 512-480= 640x32 )
Or should I use a 512x512 resolution for my game...and strech it to 640x480 ... but that would look really bad no?
I need a bit of help about this
Thank you
Rob
making a texture bigger then the screen solution is okay cause scaling down provide still a good quality
and if you have not much of this big images it would also render nice on youre laptop
yeah never do this, stick to normal screen solutions, its also helpful if you use fullscreenOr should I use a 512x512 resolution for my game...and strech it to 640x480 ... but that would look really bad no?
Oh sorry , I do use full screen, right now 640x480 is enough for my pixel needs...
so you are telling me if I'm planing to use like 20-30 hand drawn background images... I can go with 640x480 resolution for the PNG file as well ? (and need not overcomplicate it by choping etc...)
Rob
512x512 texture scaled up to 640x480 screen will look just fine, possibly with bi-linear filtering. Just remember that the big image is just the background. Draw your menu buttons, frames, fonts and all the sharp stuff on top of it.
Make sure you do the downscaling properly with good image software. Something like free Gimp can do it well. Have the real 640x480 background saved separately and scale it for texture image down to 512x512.
Also what you need to do is not having all 30 background pictures loaded to your program same time. Have 1-3 texture slots for backgrounds and load them from the disk (not per-frame but when screens change).
Thank you everyone,
Sorry that some of them questions might seem dumb for you, but I'm just starting and trying to make it right ... you are right, I will not need to load all them images for background at once... and meanwhile I've also realized something, some of my animations...need not be (well I think none of them) in 16bit , probably will seem stupid but I just realized my Moon animation, only needs 4bit instead of 16bit, I did not know that 4 bit can hold any kind of four colors (for example 4 shades of yellow) ...
Thank you again!!!
Rob
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