The elYsiun members members suspected nothing as they clicked on the game engine forum. He had not bothered them in ages, and they suspected he would not appear again… with a gasp, they saw the subject heading and the author. The Unrelenting Questioner had struck again…
Sorry about this guys… just a couple of questions, one important, one not…
Important Question: Is it possible to turn of the “distance blurring” of textures, especially for just one object? (Python???)
Unimportant Question: In the Framerate and Profile display, the only thing I know the purpose of is framerate. What do all the others mean??? And why is framerate next to “swap”???
In this test culling is added, and is’t not a slow as the first one. The framerate is now around 35/ 40 fp/s and on a 1,5 ghz with 512 ram, the framerate could be 50 f/s.
The low res textures far away is called mipmapping, and makes faraway textures not look ugly:) If you want far away textures to look ugly, you can turn off mipmaps by scrolling down the top menu and clicking on the button “No mipmaps”. It’s the third yellow button near the middle of the window.
framerate is next to ‘swap’ because the frame is drawn into a buffer, which is then ‘swapped’ with the actual screen buffer. This means you only see whole frames, not half drawn ones.
The other stuff shows how much time (% of each frame?) is being put into each element, ie the logic. When things start slowing down you can see where most of the times being spent.
I think thats right anyway, sure someone will correct me otherwise