#HELP – Complex labelling
2 messages in this thread
Yes, alpha on. If you can not afford to model the label, or the label is
being used repeatedly, a 32-bit decal is not a bad way to go – it's going to
let you use 0 blur since the alpha is doing all the AA for you. If there's an
alpha channel the MEdit will use it automatically – no more memory either.
(remember though that 8,000 faces are cheaper to render then 1 extra 640×480
bitmap!).
Clipped? – I guess I don't know what you mean, unless the object is smaller
than the mapping coordinates.
Are you sure that you need $ummed Area filtering? Increasing the bitmap size
is cheaper and may be more effective.
– Phil
ps, check out the upload from G. on undocumented 3DS.SET paramters. One
setting is specifically for reducing the minnumum blur effect to create
crisper textures.
Hello Phillip,
I know texture maps used a lot of memory, but I didn't realize how much. Now
I'm starting to think back on all the labels I made over the last couple of
days and am wondering if I should have made them as .tga files instead of .gif
files, which are the summed. Shoot.
Clipped – I mean that the label (as a texture map) will appear cut, as if only
two thirds can be seen – almost like it's running into the object (actually, I
just realized that the front face of all my objects are slightly tilted – but I
applied the mapping straight on – hmmm…)
At this point I think I'll have to go with the summed TM – it's a matter of
recreating all the objects to do the labels over again – but then again, memory
requirements may dictate!
Thanks Phillip
James