Wednesday, October 14, 2009

I am back after a long time.

After a long time working my way through a lot of stuff, I am back. Now on the verge of my first iphone game done on the cocos2d engine, its time to do some postmortem. One of the first and foremost problem is of texture size. I was wondering if what if we saved all of the artwork in one big file of size which is a even multiple of 1024x1024 used a quad tree to divide the texture marking out texture zones. Once that is done there would be n 2^n textures created. Each node that wants to render itself knows which texture it needs to sample from, and hence binds the same texture and render itself.

Now the big question here is why keep it in one texture when you can have the same thing accomplished using 2^n different textures?

One straight forward answer is that the artist gets full freedom to make the art in 3D by painting a surface, instead of creating textures and tiling them.

But do we need such detail on a screen of the size of 480x320. I dont know?

With this thought in mind i will work on my first opengl tutorial for the iphone.

0 Comments:

Post a Comment

Subscribe to Post Comments [Atom]

<< Home