Handling different texture sizes

I just wanted to note that one pretty big thing missing so far in
FxGen is to be able to handle different texture sizes. However, there
are a number of issues related to this. I'll just jot down the things
that come to mind here. Feel free to come with ideas on how to handle
them. I can probably implement the needed fixes once we figure out
what to do, if you want me to.

1. How should things that have "coordinates", like the rect and
rotozoom operators, work? Currently they use ubyte for coordinates,
but that doesn't really work well for sizes >256. One possibility is
to keep them, and just scale with size/256. Another is to change them
to float and use normalized coords (0..1). I think I vote for the
latter. Any other ideas?

2. How should things like the "crack" and "pixel" operators work, with
respect to the width of the lines/size of pixels? Should it always
draw 1-pixel? Should it be optional somehow? (I guess sometimes you
want as thin a line/dot as you can get, and sometimes you want a
certain thickness.)

3. I think noises, like cloud, are fine with just adding detail (more
octaves). Do you think that sounds fine?

That's what I can think of right now. Any comments? :)

/Anders

Handling different texture sizes

>1. Texture size
I'm working on the operator's engine in order to support differents textures sizes.
I had modified some operators:
- All the "Renderer" operators have new parameters (Width and Height).
- RotoZoom, Rect ... have coordinates moved from byte to normalized coords ( float 0.0 -> 1.0).

I had still some problems with "Cloud" algo that doesn't support no squared texture size ...

>2. Respect to the width of the lines/size of pixels
Good idea :-)

>3. I think noises, like cloud, are fine with just adding detail
If some one have another ago ...

Alex Trujillo's picture

Soon!

All I know is, we need higher resolutions soon!

Pixel sizes

You could assign a "base resolution" to each texture; when dealing with "pixel" units, these would in reality be relative to the base units. So when you e.g. request a texture be rendered at twice the original size, a "pixel" would in fact get twice as large as usual. Specifying pixel sizes in relation to some "base units" could be a bit easier to handle (for the user, anyway) than entirely normalized values.

If you pick a "Max Texture

If you pick a "Max Texture Size" that causes the game to fail on launch, then you simply need to navigate to the Aces High settings folder (default location C:\Program Files\HTC\Aces High\settings) and remove the video8.cfg file. The next time you start Aces High, you will be brought back to this screen.

The maximum texture size effects the visual details of the textures applied to the objects in the game.

Unlike video resolution, which sharpens and reduces the jagged appearance of the edges of objects the game, the texture size effects the details within the object itself 70-432 exam.

Take note of the differences in the shots to the right using the various texture sizes in the game.

So why not default to 1024 texture sizes and not be worried about any other format ccie training?

First, many video cards simply do not support texture sizes this large. Secondly, the amount of video memory required to deal with 1024 textures is enormous.
To keep all the textures in memory it training, either system or video card, currently requires more than 3GB of ram!