Path: chuka.playstation.co.uk!news From: "Miles Buzzing" Newsgroups: scee.yaroze.programming.3d_graphics Subject: Re: Either I get an answer or the Yaroze gets it! Date: 2 Mar 1999 19:16:56 GMT Organization: PlayStation Net Yaroze (SCEE) Lines: 15 Message-ID: <01be64e1$3d0c7b80$0a3ddec2@sonia> References: <01be59fd$d749f9a0$0a3ddec2@guildfoc> <36CA5D63.E7604A4D@hinge.mistral.co.uk> <01be5ab2$dc8f2600$0a3ddec2@guildfoc> <36CBF917.3F0799C6@hinge.mistral.co.uk> <01be610e$08586600$0a3ddec2@sonia> <36D63C44.7BB37612@hinge.mistral.co.uk> <01be6346$76538c40$0a3ddec2@sonia> <36D99C97.D42C598B@hinge.mistral.co.uk> NNTP-Posting-Host: guildfrd.demon.co.uk X-Newsreader: Microsoft Internet News 4.70.1155 Sorry, didn't explain myself properly. The TIM I've created is 128 x 256. It contains every surface texture of my object and about half of the TIM is still unused. The largest individual texture is 70 x 30. As long as the TIM loaded into RSDTool is 128x256 mapping sub-sections works correctly. > Using textures that size is a real bad idea - you'll thrash the texture cache > continuously, > and your game will slow to a crawl. > > Craig. > > >