![]() ![]() ![]() Waterbump2 is a tiled 2048 x 2048 texture for no reason whatsoever. ![]() They're probably using procedural UV mapping, you don't manually map water quads. It needs 0.0 to 1.0 UV space, it has to scale to that, you can't tile textures that don't fill the UV space unless you manually tile the UV mapping. On top of that, it's going to filter the edges when it scales the texture, which is going to cause edge artefacting where the UVs tile. That means it's using almost 4000 vertical pixels it has no need to use but is forced into using, because of the ridiculous resolution. Not only is it going to do that with the main texture, it's going to do it with all THIRTEEN mipmap levels.It isn't going to just do that once, because it will unload the texture when it doesn't need it and then do it all again when it has to reload it. That means it's effectively going to double the resolution of everything on the Y. It's going to decompress the texture into an 8192 x 8192 texture, because that's what it needs. Do you even know why not? Do you even know what this is going to cause the game to do with it in memory? OMG, what on earth is this? You can't just take a POT (Power Of Two) texture that uses a 0.0 to 1.0 UV space horizontally and vertically and make it an arbitrary resolution of 7680 x 4320. ![]()
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