PDA

View Full Version : does unused texture space on a UV map drain computer power?


jukke
05-21-2006, 11:16 PM
Hi
when creating a UV map for a game, does all the black spots also drain computer power or just the spots that you can see on your model. For example if i have a 1000x1000 UV map but only textured 100x100 of it(this will also be the only thing visible on the model)... does that drain as much power as a whole 1000x1000 texture map or just a 100x100 map?

Edit: maybe I should ad that the texture is for a macromedia director 3d game, dunno if this matters or not thou

Thanks

leigh
05-21-2006, 11:41 PM
Yes of course, because the entire image still has to be loaded into memory.

erilaz
05-22-2006, 01:35 AM
Edit: maybe I should ad that the texture is for a macromedia director 3d game, dunno if this matters or not thou

Thanks

If you're doing it for director, texture memory is paramount. Also try to keep your textures to a power of 2, eg. 512x512 or 1024x1024.
Because director only utilises DirectX 7 and below (with openGL support if available), you can't get great performance with texture loads.

CGTalk Moderation
05-22-2006, 01:35 AM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.