mohamed.irshad.k Posted October 6, 2011 Share Posted October 6, 2011 We are using high resolution textures for our game's UI. Is it advisable to use mipmaps in this case? Link to comment
danni.coy Posted October 6, 2011 Share Posted October 6, 2011 Are you talking about UI elements that exist in the 3d scene or UI elements that are effectively part of the HUD. mipmaps are typically used when objects are far away from the viewer in the later case that doesn't really happen. Link to comment
mohamed.irshad.k Posted October 6, 2011 Author Share Posted October 6, 2011 I am talking about the HUD. We use the same high res textures irrespective of the resolution of the screen. So while running the app in lower resolutions, the textures will have to be resized. Link to comment
danni.coy Posted October 6, 2011 Share Posted October 6, 2011 Ok interesting question? Ungine uses PNGs rather than DDS files for it's interface elements and different files for elements of different sizes. Link to comment
mohamed.irshad.k Posted October 6, 2011 Author Share Posted October 6, 2011 Yeah... you hit the nail on the head :( . We are using DDS format and hence the question. If GPU could use mipmap for GUI, then using mip maps in textures for GUI could gain some performance. Link to comment
manguste Posted October 10, 2011 Share Posted October 10, 2011 (edited) Unless you are using 3D GUI, there's actually no profit in DDS with mipmaps. Compressing your textures into DTX can bring some gain, but non-substantial one. UPD. If you resize your GUI manually (it's not resized by default), mipmaps may do good. Edited October 12, 2011 by manguste Link to comment
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