Maximum atlas texture size & number
Posted: 12 Nov 2020, 03:36
I have a question which came up during my work to get my old mod Maximum Annihilation running with the latest engine version again. Back then there was a limit of a 2048x2048 texture for the bitmap atlas which stopped me from importing some more extensive sprite animation sequences. I did a search if something has changed about this and was happy to see this:
https://springrts.com/mantis/view.php?id=6414
So I have some questions now: I saw the maximumValue(32768) change so I guess that is the upper limit for the texture dimension now (coming with 105 I guess)? At least if the GPU is able to handle such sizes that is. So the texture atlas still is restricted to just one atlas texture? I'm asking this to be sure about the total space that now is used for the bitmap atlas. It once was possible to run Spring.exe with the /t command to export the texture atlases but it seems that this doesn't work anymore. Knowing about the atlas sizes used has some importance for compatibility in my opinion. I'd be rather cautious to use anything bigger 8192x8192 as iirc 16k texture support came with the DX11 feature set which would be the HD5000 and GTX 400 series. While that's already pretty old I think this is something to keep in mind if there is the wish for support of older graphics cards. So if a game developer wants to check the atlas size used what would be the recent command / way to do this?
https://springrts.com/mantis/view.php?id=6414
So I have some questions now: I saw the maximumValue(32768) change so I guess that is the upper limit for the texture dimension now (coming with 105 I guess)? At least if the GPU is able to handle such sizes that is. So the texture atlas still is restricted to just one atlas texture? I'm asking this to be sure about the total space that now is used for the bitmap atlas. It once was possible to run Spring.exe with the /t command to export the texture atlases but it seems that this doesn't work anymore. Knowing about the atlas sizes used has some importance for compatibility in my opinion. I'd be rather cautious to use anything bigger 8192x8192 as iirc 16k texture support came with the DX11 feature set which would be the HD5000 and GTX 400 series. While that's already pretty old I think this is something to keep in mind if there is the wish for support of older graphics cards. So if a game developer wants to check the atlas size used what would be the recent command / way to do this?