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Does Unigine use mipmaps in GUI textures


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Posted

We are using high resolution textures for our game's UI. Is it advisable to use mipmaps in this case?

Posted

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.

Posted

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.

Posted

Ok interesting question?

Ungine uses PNGs rather than DDS files for it's interface elements and different files for elements of different sizes.

Posted

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.

Posted (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 by manguste
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