Posted By: Jered
scale ... box .. textures - 10/28/06 11:13
I have ran a few tests, but can't seem to figure out the result. If you take a box in WED and add a texture to it, then later you take that same box, and select the whole thing ( all surfaces) and scale it down, does the texture scale down to? I mean obviously it does scale down, but let me put it this way:
When the texture is scaled down, is it using less memory then when it was the origianl scale? In other words if you start with a block that is 1024, by 1024 and a texture to exactly form to it ( 1024 X 1024 texture) and scale the block in half: 512 X 512, is the texture now 512 X 512 when I compile it?
So is it now using the memory required for 512 x 512 or is it still using the 1024 X 1024 amount of memory, but is simply scaled down...with the original memory still being used..not effected? so is the image now 1024 or is now 512?
that was question #1
Question number 2
Does each side of the box require it's own memory? or is the memory allocated for all sides at one time?
Question #3
when you selct "none" as an option for the texture on a surface, it is no longer rendered..according to the manuel, and I agree with it as I have used this several times, but is the memory still being allocated for that side that is now not being rendered? I am thinking the answer is no here...cause it is not being rendered...but I am not sure if the memory is still being used up....
final question
Why is there such a HUGE difference between full screen and windowed mode when it comes to FPS? In windowed mode I can get about 160fps (with a fairly decent size level), but when I switch to full screen, it drops to about 59 FPS....why is this? any ideas? I do not have a FPS max or minimum set. Thanks for any insight to these questions
When the texture is scaled down, is it using less memory then when it was the origianl scale? In other words if you start with a block that is 1024, by 1024 and a texture to exactly form to it ( 1024 X 1024 texture) and scale the block in half: 512 X 512, is the texture now 512 X 512 when I compile it?
So is it now using the memory required for 512 x 512 or is it still using the 1024 X 1024 amount of memory, but is simply scaled down...with the original memory still being used..not effected? so is the image now 1024 or is now 512?
that was question #1
Question number 2
Does each side of the box require it's own memory? or is the memory allocated for all sides at one time?
Question #3
when you selct "none" as an option for the texture on a surface, it is no longer rendered..according to the manuel, and I agree with it as I have used this several times, but is the memory still being allocated for that side that is now not being rendered? I am thinking the answer is no here...cause it is not being rendered...but I am not sure if the memory is still being used up....
final question
Why is there such a HUGE difference between full screen and windowed mode when it comes to FPS? In windowed mode I can get about 160fps (with a fairly decent size level), but when I switch to full screen, it drops to about 59 FPS....why is this? any ideas? I do not have a FPS max or minimum set. Thanks for any insight to these questions