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Interface Overview
Assets Workflow
Adjusting Node Parameters
Setting Up Materials
Setting Up Properties
Landscape Tool
Using Editor Tools for Specific Tasks
Setting Up Development Environment
Usage Examples
UUSL (Unified UNIGINE Shader Language)
File Formats
Rebuilding the Engine and Tools
Double Precision Coordinates
Common Functionality
Controls-Related Classes
Engine-Related Classes
Filesystem Functionality
GUI-Related Classes
Math Functionality
Node-Related Classes
Networking Functionality
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
CIGI Client Plugin
Rendering-Related Classes
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Warning! This version of documentation describes an old SDK version which is no longer supported! Please upgrade to the latest SDK version.


This section contains texture-related settings.

Textures settings

Textures Settings

Common Settings

Quality Resolution for the rendered textures:
  • Low — low quality.
  • Medium — medium quality.
  • High — high quality.
Min Resolution Minimum resolution of all textures.
Max Resolution Maximum resolution of all textures. The engine doesn't compress existing textures: it uses specified mipmaps of *.dds textures.
Filter Filtering type to be applied to texture mipmaps: bilinear or trilinear.
Anisotropy Degree of anisotropic filtering (from 2x to 16x) for textures or disable anisotropic filtering.

Textures Streaming

The following parameters are used to control the process of asynchronous texture streaming to GPU:

Frametime Part (%) Percentage of the frame that can be used for uploading textures to GPU. Lower values make gradual loading more noticeable. The default value is 10.
Chunk Size (bytes) Maximum texture chunk size for uploading to GPU, in bytes. The default value is 128.
Last update: 2018-08-10
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