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Newcomers DBPro Corner / Divide Texture Size

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mr Handy
12
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Joined: 7th Sep 2007
Location: out of TGC
Posted: 5th Aug 2014 10:24 Edited at: 5th Aug 2014 13:29
Hi guys, I would like to know:

1. How does Divide Texture Size work? It loads firs mipmap or what.
2. How does Divide Texture Size work with sprites?

edit: it is flag of load image command.

All your TGC are belong to us.
MrValentine
AGK Backer
9
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Joined: 5th Dec 2010
Playing: FFVII
Posted: 6th Aug 2014 12:08
From what I can make out of the help documents, it divides the resolution of the texture, as this is the only way I can see it being smaller in memory...

mr Handy
12
Years of Service
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Joined: 7th Sep 2007
Location: out of TGC
Posted: 6th Aug 2014 14:03
As I believe:

Let's I want pixel-perfect image for sprite also divided by 2.

1) LOAD IMAGE Filename, Image Number, Texture Flag, Divide Texture Size

Quote: "A value of one will preserve the image without adding mipmaps, scaling or filtering and so retaining its pixel perfect quality."


LOAD IMAGE "image.bmp", Image Number, 1, 2

2) DBP makes mipmaps for bmp
3) DMP removes original image and all mipmaps except first mipmap
4) I got pixel perfect sprite half sized.

Is that correct?

The 2) confusing me - one flag says discard all mipmaps, other flag says divide. I don't think that there is hidden image resampler, otherwise there should be image resize commands.

All your TGC are belong to us.
MrValentine
AGK Backer
9
Years of Service
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Joined: 5th Dec 2010
Playing: FFVII
Posted: 6th Aug 2014 14:08 Edited at: 6th Aug 2014 14:12
Quote: "otherwise there should be image resize commands"


SCALE IMAGE?

EDIT

Hmm true, but I guess that was the only method of image scaling... using the flag..

EDIT

Hmm, you can include a high res texture and let the user choose between low medium and high texture sizes... and use factors of 2 to load your textures with...

mr Handy
12
Years of Service
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Joined: 7th Sep 2007
Location: out of TGC
Posted: 6th Aug 2014 14:25
Yeah, the goal is to make texture quality setting.

Also, how to check that pixel-perfect texture does not have mipmaps? And sprites anyway don't have mips, right?

All your TGC are belong to us.
MrValentine
AGK Backer
9
Years of Service
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Joined: 5th Dec 2010
Playing: FFVII
Posted: 6th Aug 2014 14:26
I am not experienced enough to give an answer to that right now, sorry...

mr Handy
12
Years of Service
User Offline
Joined: 7th Sep 2007
Location: out of TGC
Posted: 6th Aug 2014 20:31
I have an idea but I have no proper software. To check mipmap and dividing I need a dds image with mipmaps, where need to draw an unique number on every mipmap. So it will be obvious!

All your TGC are belong to us.

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