small, big
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small, big
what is the smallest and biggest map created right now?
because ATI can't handle textures above 2048x2048Eaglebird wrote:Anyone know why this is?NOiZE wrote:Epic is the biggest 40x40 (won't run properly with shadows enabled on ati cards)
and the heightmap of a 32x32 is 2048x2048... so it fails there
Last edited by NOiZE on 09 Jun 2006, 19:51, edited 1 time in total.
Why do we have a shadowmap for an entire map generated if we're rarely ever looking at the entire map at all? Cant the shadow map just be generated for what we're looking at?
And if we do look at the whole map I doubt we're going to see the full shadow map resolution, or if it doesnt fit we can scale it up and pretend the map is half the size?
And if we do look at the whole map I doubt we're going to see the full shadow map resolution, or if it doesnt fit we can scale it up and pretend the map is half the size?
HAY GUYS!Molloy wrote:We need more good stuff ranging from 6x6 to 12x12 or so. There are too many large maps, or stupid porc maps.
I did make a 1v1 8x8 map.. Give it a whirl
I would think rendering tiles of shadow and calculating when they were in the fov would be costly. I mean, think about all the loading/unloading as you scroll around.
Couldn't you just have spring default to a lower resolution shadowmap when running a map >32x32 on an ATI chipset?
Like make a half size and scale it up? It wouldn't be as pretty, but it would be a lot easier.
Couldn't you just have spring default to a lower resolution shadowmap when running a map >32x32 on an ATI chipset?
Like make a half size and scale it up? It wouldn't be as pretty, but it would be a lot easier.