I see, and i understand what you mean. Good luck on what you focus now. I respect all the work you did and you do to provide people with such great tools.coffee wrote: ↑Fri Sep 20, 2024 11:59 pm This is how they work and why they are used. all about rendering speed.
I had all this figured out and i don't think it should be horrible to fix it.
ChatGPT is great for getting edified!
Sure! Here’s the description of atlas texturing formatted for PHPBB, with line breaks for easier reading:
```
Atlas Texturing
Atlas texturing, also known as texture atlasing, is a technique used in 3D graphics to optimize the rendering of multiple textures. Here's how it works:
Concept:
- Single Texture Sheet: Instead of using separate texture files for each model or texture, multiple textures are combined into a single larger texture called an "atlas."
- Texture Coordinates: Each model uses UV mapping to refer to specific regions of the atlas instead of individual texture files. This requires adjusting the UV coordinates so that they point to the correct part of the atlas.
Benefits:
1. Reduced Draw Calls: By using a single texture atlas, the number of draw calls to the GPU is minimized. This improves performance, especially in real-time applications like games.
2. Efficient Memory Usage: It reduces the overhead of loading multiple textures, which can save memory and improve loading times.
3. Batching: When multiple objects share the same atlas, they can be rendered together in a single pass, which is more efficient.
Implementation Steps:
1. Create the Atlas: Combine multiple textures into a single image. This can be done using texture packing tools or software like Photoshop, GIMP, or specialized tools like TexturePacker.
2. Adjust UV Mapping: Modify the UV coordinates of the 3D models so that they reference the correct positions in the atlas.
- For example, if a texture that was previously using coordinates (0, 0) to (1, 1) now needs to point to the upper left corner of the atlas, its UV coordinates will change accordingly.
3. Shader Adjustment: Ensure that the shaders used for rendering can handle the atlas. The shader must sample the texture using the modified UV coordinates.
4. Mipmapping: Consider how mipmaps will be generated for the atlas, as it will affect texture quality when viewed at different distances.
Use Cases:
- Game Assets: Commonly used in games for character skins, environment textures, and UI elements.
- Performance Optimization: Particularly beneficial in mobile or real-time applications where performance is crucial.
Overall, atlas texturing is an effective way to manage and optimize textures in 3D graphics, leading to better performance and reduced resource usage.
```
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Tank Exporter
Moderator: grumpf44
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- Posts: 7
- Joined: Mon Sep 02, 2024 8:19 pm
Re: Tank Exporter
Re: Tank Exporter
Hi, I find every time I try to open german HT E77 tank crashed version, it will crash, is it a bug? Thx!
Re: Tank Exporter
try reinstalling 147 again. I made some changes with out a version change.
I'd love to change the world but I can't get it to compile.