Hi Skid, a while back you said you'd give this a look:
http://www.blitzbasic.com/Community/posts.php?topic=53297#595576
In brief, can you please allow creation of mipmaps when using the 256 flag?
I can't think of a good enough reason not to add it :)
If added, users just need to be aware mipmapped textures are about 20% bigger than non-mipmapped, not that they wouldn't know this anyway.
Thanks
Tom
p.s here's the reason I'd like to see it in. You can use the LOD Bias in DX7 to force rendering of submips, i.e, a fast, cheap blur!
Top is with 256 flag, 200fps, bottom using the mipmap blur trick on the shadows, but texture is in system memory and I get about 7fps!
And last but not least, these shadows use TexGen to automatically apply a projected texture matrix, very fast!, only possible because of the extra DirectX functionality you added... so good things come from expanding Blitz3D!
http://www.blitzbasic.com/Community/posts.php?topic=53297#595576
In brief, can you please allow creation of mipmaps when using the 256 flag?
I can't think of a good enough reason not to add it :)
If added, users just need to be aware mipmapped textures are about 20% bigger than non-mipmapped, not that they wouldn't know this anyway.
Thanks
Tom
p.s here's the reason I'd like to see it in. You can use the LOD Bias in DX7 to force rendering of submips, i.e, a fast, cheap blur!
Top is with 256 flag, 200fps, bottom using the mipmap blur trick on the shadows, but texture is in system memory and I get about 7fps!
And last but not least, these shadows use TexGen to automatically apply a projected texture matrix, very fast!, only possible because of the extra DirectX functionality you added... so good things come from expanding Blitz3D!