Megatexture: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
m (remove "underlinked" template; that's covered by "stub")
mNo edit summary
Line 5: Line 5:


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

Stub

This article or section is a stub. You can help by expanding it.

One of the megatextures from dz_sirocco 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 Counter-Strike: Global Offensive Danger Zone map dz_sirocco dz_sirocco uses two blended megatextures (one 1024x1024 and one 2048x2048) which cover the entire map, in conjunction with denser detail textures.

Tip.pngTip: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.