Forums » Bugs
TY Ray!
I didn't try generatemipmap=0, because without mipmaps the CPU/GPU has more to do and you only save ca. 25% ram used by the mipmaps, when I remember it correctly.
I tried the other two, but then I got horrible lags.
But there is one thing which I find a little bit strange, when I set the texturequality to 7 then I still have smooth colored asteroids with no signs of blockiness.
Is there a setting in OPen GL ES to adjust this?
Is it somehow possible to set the filtering to "Nearest-neighbor with mipmapping" or something similar? I do not care when I have some bloccky textures. In the early days of 3D gaming -> Quake TeamFortress I had to endure them, so I think I can do that again :D
But maybe you have an update in the pipeline for iPad1 with less quality textures :)
I didn't try generatemipmap=0, because without mipmaps the CPU/GPU has more to do and you only save ca. 25% ram used by the mipmaps, when I remember it correctly.
I tried the other two, but then I got horrible lags.
But there is one thing which I find a little bit strange, when I set the texturequality to 7 then I still have smooth colored asteroids with no signs of blockiness.
Is there a setting in OPen GL ES to adjust this?
Is it somehow possible to set the filtering to "Nearest-neighbor with mipmapping" or something similar? I do not care when I have some bloccky textures. In the early days of 3D gaming -> Quake TeamFortress I had to endure them, so I think I can do that again :D
But maybe you have an update in the pipeline for iPad1 with less quality textures :)
With the iPad 1, the problem is RAM more than anything else. I played VO on my original Motorola Droid a while back and it took a LOT of fiddling to get it to fit the game in to the 256MB of RAM it had, let alone run playably.
Even then there were certain sectors with too much "stuff" and the OS would kill the game off when it ran out of memory.
Even then there were certain sectors with too much "stuff" and the OS would kill the game off when it ran out of memory.