Hi!
Could someone clear up a question for me please?
I have often seen mention that some program or other uses 'single surface' systems, and this is beneficial for speed. I gather (although I could be wrong) that this refers to the texture applied to an entity?
Does a 'single surface' system therefore get all it's textures from a single texture using coordinates to pull out the correct section of gfx? If so, what are the benefits of doing this over having many small textures?
How then does this translate to games requiring many, many textures (for example a city in an FPS) - specifically models built in a program like 3d studio max?
Many thanks!
Could someone clear up a question for me please?
I have often seen mention that some program or other uses 'single surface' systems, and this is beneficial for speed. I gather (although I could be wrong) that this refers to the texture applied to an entity?
Does a 'single surface' system therefore get all it's textures from a single texture using coordinates to pull out the correct section of gfx? If so, what are the benefits of doing this over having many small textures?
How then does this translate to games requiring many, many textures (for example a city in an FPS) - specifically models built in a program like 3d studio max?
Many thanks!