Moderators IIYAMA Posted June 19, 2017 Moderators Share Posted June 19, 2017 In dxCreateTexture there is an argument called mipmaps. It will generate multiple copies in different resolutions, so that it looks good. If I create these mipmaps manually, do I have to enable or disable this option? (dds (image) files can have mipmaps included) element dxCreateTexture ( string pixels [, string textureFormat = "argb", bool mipmaps = true, string textureEdge = "wrap" ] ) element dxCreateTexture ( string pixels [, string textureFormat = "argb", bool mipmaps = true, string textureEdge = "wrap" ] ) 1 Link to comment
Captain Cody Posted June 19, 2017 Share Posted June 19, 2017 Best way would be to test and find out yourself. 1 Link to comment
Moderators IIYAMA Posted June 19, 2017 Author Moderators Share Posted June 19, 2017 23 minutes ago, CodyJ(L) said: Best way would be to test and find out yourself. How can I test that? Link to comment
Captain Cody Posted June 19, 2017 Share Posted June 19, 2017 Lookie and have a see if the mips show. 1 Link to comment
Moderators IIYAMA Posted June 20, 2017 Author Moderators Share Posted June 20, 2017 hmm I was thinking about checking the memory(mipmap textures are bigger) or the load time(generating mipmaps cost more time). @CodyJ(L) But scaling down the images(in game) should work even better! Thx thx! Link to comment
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