Light texture optimizations

For today’s improvement I have added textures reuse.

kp_2016-06-01_21-05-43

All terrain decals are different models. For example road decals are 6 different models (having 0 – 4 connections to neighbors in different configurations). Each decal now has UV texture of the road. Which lead to one common texture being loaded 6 different times.

Now with textures reuse – all road decals reference one single texture.

P.S. I’m not quite happy with the road texture, it is likely to be changed before Alpha 7.

This entry was posted in How things work, Live progress, Screenshots. Bookmark the permalink.

7 Responses to Light texture optimizations

  1. sado says:

    If I may suggest something, I would think about randomising the directions of the road stones, and randomising their shades a well. Not sure how GPU intensive that would be though 😛

    • Krom says:

      To be implemented later 🙂

      I have built engine with support for such randomizations (on “per-model” level) – each tile can have several variants, out of which one can be picked randomly. But I won’t be spending time on this feature until later – there are much too many places requiring attention and improvement.

  2. jan kowalski says:

    WOOOW

  3. Me.W. says:

    You should really keep an eye on kam remake mantaining process instead of spend 100% time on this game. It’s look really nice but kam has still so work to do…

    • Krom says:

      Thank you for opinion.

    • Tiank says:

      There’s not much to do in Kam now, except some bug fixes. And KP would be very similar to Kam with many improvements, so it’s better to focus on KP imo 😉 however, I hope that Krom didn’t forget about Kam 🙂

  4. jan kowalski says:

    KaM is Gold but OLD world need KP !!

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