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Potentially seeing through walls: a performance issue
Acies Offline
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#12
RE: Potentially seeing through walls: a performance issue

(08-26-2011, 03:36 PM)Tanshaydar Wrote: Yes, that level I'm talking about does not include a single texture from Amnesia. They are all 512x512 and with bump and specular maps. They are all in jpg format.

Layout? Like what?

I'm unsure.. But I think that converting them to .dds might save you performance. And what I mean by "Layout" (don't know if that is the correct english word) is how the different tile-sets are constructed. The castlebase for example consists of 7 different diffuse textures (all with their nrm and spec maps). By having a base texture and then combining it with a part of "castlebase_details.dds" they can create several different unique models and still save performance. I think that this method is more efficient than creating a specified texture for each model.

[Image: mZiYnxe.png]


08-26-2011, 03:48 PM
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RE: Potentially seeing through walls: a performance issue - by Acies - 08-26-2011, 03:48 PM



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