CompuServe Thread

#HELP – Complex labelling

2 messages in this thread
#73005From: Phillip L. MillerDec 22, 1993 8:15 PM
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.
#73017From: James TichenorDec 22, 1993 9:32 PM
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