Path: chuka.playstation.co.uk!news From: "Paladin" Newsgroups: scee.yaroze.programming.3d_graphics Subject: Maximum efficient size of TIM's to be texture mapped Date: 3 Nov 1999 02:24:27 GMT Organization: PlayStation Net Yaroze (SCEE) Lines: 12 Message-ID: <01bf25a2$8d6ca320$f1638cd4@paladin> NNTP-Posting-Host: host212-140-99-241.btinternet.com X-Newsreader: Microsoft Internet News 4.70.1161 I think I remember reading somewhere that textures to be mapped onto polygons should be: 16 bit = 32 * 32 Maximum 8 bit = 64 * 32 Maximum 4 bit = 64 * 64 Maximum otherwise the operation will take 30% longer, since the texture doesn't fit within the GPU's cache or something, does anyone have information on this? thanks in advance Daniel J. Dobson