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Performance hit with texture map > 128x128

description

There seems to be a hefty performance hit while using a TextureMap to do the multi-texturing. I don't know for sure if it's related to the texture's size or if the extra shader calculations have anything to do with it - which I think it shouldn't. Will look into this, maybe it's something else.
 
I believe using a scale factor on the terrain, so that a scale of 2 would turn a 64x64 into a 128x128 mesh and so on.

comments

DeathFry wrote Feb 21, 2008 at 12:36 AM

The issue is the increase of using a HeightMap/TextureMap of larger size. I had previously been used a 128x128 images, used a 256x256 image for the v0.10b release. Will add a scale factor for v0.11.

wrote Feb 21, 2008 at 12:37 AM

wrote Feb 1, 2013 at 11:54 PM