[project1dev] Re: Maps

  • From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Thu, 25 Feb 2010 14:40:46 -0800


mip mapping is usually taken care of by the engine although i think
sometimes the artists can specify # of mips for specific textures.

Basically, in a 3d game, the video card has to be able to render textures at
different scales (as you notice, when something gets farther away from the
camera it gets smaller...).

It can do this one of 2 ways..

#1 - scale down the image on the fly every frame (this usually either
results in textures being scaled quickly so that they are ugly, or results
in frame rate dropping because they are scaling the textures nicely which
takes longer)
#2 - Scale the image a bunch when it's first loaded and store the scaled
images in memory.  This is called mip mapping and lets you scale images
nicely (ie bilinear or trilinear filtering etc) and store them in memory.
This makes it so you use more video memory but scaled textures look better
and the game runs faster.

Im curious, what has you investigating mip maps? (:

and btw, mip maps are not the same kind of map like specular maps and normal
maps are, it's a completely different kind of thing.
On Thu, Feb 25, 2010 at 2:26 PM, katie cook <ktmcook@xxxxxxxxx> wrote:

>   Hey Guys,
> Another question, does anyone know much about MIP mapping? I get the
> general concept of what it is/what it does, but I am wondering if it is
> applicable in our situation, or in what situation/game it would be
> applicable...
> Gonna google it too, but any info you guys have would be much appreciated.
> Its always better from a artists point of view. =)
> Thanks
> Katie
> --- On *Thu, 2/25/10, Alan Wolfe <alan.wolfe@xxxxxxxxx>* wrote:
> From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
> Subject: [project1dev] Re: Maps
> To: project1dev@xxxxxxxxxxxxx
> Date: Thursday, February 25, 2010, 2:21 PM
>  Hey Katie,
> Currently I'm upgrading the editor but after that I'll be moving back to
> graphics land and upgradin our graphics.
> Milkshape supports NO maps.
> Our game however currently supports normal maps (doesnt look like it should
> cause it needs an upgrade but it works).
> For now we (Kent or I) have to set up the loading level script to apply the
> normal maps to an object (which is no problem, nothin to worry about there)
> In the future, you'll be able to apply the normal map from the editor.
> Now because you are asking about other kinds of maps like specular maps,
> YEP we can do those!
> The game doesnt currently support them but specular maps for one should be
> not too hard so feel free to use them (:
> On Thu, Feb 25, 2010 at 2:14 PM, katie cook 
> <ktmcook@xxxxxxxxx<http://us.mc361.mail.yahoo.com/mc/compose?to=ktmcook@xxxxxxxxx>
> > wrote:
>>   I think the kids need more maps, there just arent very many maps....=)
>> Hey Guys,
>> I was wondering about what kind of maps the game/milkshape supports, IE.
>> bump, specular, normal maps.
>> Let me know what you know and limitations your aware of.
>> Thinking about learning/playing with normal and specular maps, but
>> thinking probably only bumps are going to be supported for now...
>> Wishful thinking, some fun ideas in mind. =)
>> Katie

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