better actor texture support.
Posted: Fri Feb 15, 2008 12:39 pm
while the texture system for actors works as it is it is highly ineficiant, especialy when working with lots of different models and lots of different textures.
as it is, if you had 500 different models with the same texture then genesis would load the same texture 500 times, and if this is a large texture say 1024x1024 .bmp each would be 3mb, 3x500 = 1500mb!!! when there only needs to be 1 3mb file to load.
it would be nice to have a texture library such as the .txl that RF already uses, however a nice system would be an automatic library generated when new models are added,and if the same file name already exists gives you the option to rename it or replace the old one, with the ability of adding new UV co-ordinates to models from milkshape or max by loading the new model (as milkshape at least cant have 2 textures on the same area) and strips it bare of everything and keeps the UV co-ordinates.
after DX9 has been implemented this would really start to optimize genesis a little and i hope but not sure, that it cant be that hard to implement as we already have a texture library that the code could be taken from.
as it is, if you had 500 different models with the same texture then genesis would load the same texture 500 times, and if this is a large texture say 1024x1024 .bmp each would be 3mb, 3x500 = 1500mb!!! when there only needs to be 1 3mb file to load.
it would be nice to have a texture library such as the .txl that RF already uses, however a nice system would be an automatic library generated when new models are added,and if the same file name already exists gives you the option to rename it or replace the old one, with the ability of adding new UV co-ordinates to models from milkshape or max by loading the new model (as milkshape at least cant have 2 textures on the same area) and strips it bare of everything and keeps the UV co-ordinates.
after DX9 has been implemented this would really start to optimize genesis a little and i hope but not sure, that it cant be that hard to implement as we already have a texture library that the code could be taken from.