PiBoSo Official Forum

GP Bikes => Mods => Tracks => Topic started by: noss69 on February 14, 2014, 01:15:31 PM

Title: optimizing graphics
Post by: noss69 on February 14, 2014, 01:15:31 PM
Hello piboso, could you give me information about the texture with an alpha channel for transparency ?

- What is the limit ?

for example a fence
is it better now use a small texture repeated several times or large repeated a few times

for exemple a tree
if I modeled the trees for a track, cene will not be too heavy in polygon which will give same result as a texture with alpha?

on my last track, I suffered drops fps yet my hardware (graphics card, processor, memory) are very few solicited
Title: Re: optimizing graphics
Post by: Reactive on February 14, 2014, 01:46:57 PM
Quote from: noss69 on February 14, 2014, 01:15:31 PM
for exemple a tree
if I modeled the trees for a track, scene will not be too heavy in polygon which will give same result as a texture with alpha?

Thats why I asked about "Asset library"  ;D
Title: Re: optimizing graphics
Post by: LauZzZn on February 14, 2014, 02:32:15 PM
for your fence example: in krp, everyone who makes a track from scratch, uses a small texture and repeats it.
Title: Re: optimizing graphics
Post by: noss69 on February 14, 2014, 07:45:26 PM
Quote from: LauZzZn on February 14, 2014, 02:32:15 PM
for your fence example: in krp, everyone who makes a track from scratch, uses a small texture and repeats it.

Thank you for the information.