Megatexture: Difference between revisions
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Tip:Avoid using megatextures for atlases of small unrelated textures, as mipmapping will cause unrelated subtextures to blend into each other much more noticeably than atlased textures at normal resolutions.
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The {{csgo|4.1}} [[Danger Zone]] map {{csgomap|dz_sirocco}} uses two blended megatextures (one 1024x1024 and one 2048x2048) which cover the entire map, in conjunction with denser detail textures. | The {{csgo|4.1}} [[Danger Zone]] map {{csgomap|dz_sirocco}} uses two blended megatextures (one 1024x1024 and one 2048x2048) which cover the entire map, in conjunction with denser detail textures. | ||
{{tip|Avoid using megatextures for atlases of small unrelated textures, as mipmapping will cause unrelated subtextures to blend into each other much more noticeably than atlased textures at normal resolutions.}} | |||
[[Category:Glossary]] | [[Category:Glossary]] |
Revision as of 19:38, 12 August 2024

One of the megatextures from
dz_sirocco

A megatexture is a texture which is higher resolution than normal, but instead of using the increased resolution for increased fidelity, the texture scale is kept the same as (or lower than) a regular texture and the increased resolution is instead used for reducing tiling repetition on large surfaces. Megatextures often may be used in conjunction with a detail texture, which adds back detail that may be lost from stretching a texture across a large surface.
The Counter-Strike: Global Offensive Danger Zone map
dz_sirocco uses two blended megatextures (one 1024x1024 and one 2048x2048) which cover the entire map, in conjunction with denser detail textures.
