I was just curious on some texture issues, wanting to know the most efficient way to do some things.
A good while back jK informed me of the fact that texture dimensions play a huge factor in performance. Makes sense.
So I was wondering, how the engine uses said textures. To cut to the chase, I'll use my situation. For the various bullets, missiles, bombs, and all of that, I made one 512x512 texture and all 8 of those models use that one texture. Is this efficient, because the engine just loads one 512x512 texture for those models (which get drawn quite a bit of course, being projectiles)?
Or, would it be more efficient to make 8 16x16 or whatever the smallest texture I could make textures for each projectile, so that instead the engine is using a bunch of tiny files?
This example may not be the best, as it is comparing a medium sized texture with super small ones, but I'm interested in both an answer/opinion on this situation, and on the principle. AKA, would a group of units benefit from using one 512x512 texture or individual 512x512 textures? That is, Is the engine loading the image just once, or for each unit that uses it.
This may be common knowledge but there is no such thing as a dumb question
