I usually perform better when I understand how something truly works. I have been confused lately about how texture maps are supposed to be used. :spin:
Ok, so this is what I have gathered:
The amount of memory in a graphics card is the amount (in MB) of texturing that you can have displayed in the game.
Keeping your textures in powers of two isn’t required, but decreases processing time required to display the texture.
A 128MB graphics card does not have a limit of a 128x128 texture.
Is this correct so far? I have three other questions:
Will sections of one 256x256 texture multiple times throughout different models be more efficient than separate 32x32 or 64x64 textures?
Will a graphics card need to be capable of multitexturing if your environment model uses two or three different textures?
If you are developing for a certain grade of graphics card, how do you decide on the correct size of your textures?
Sorry about the long post, these things have just been taxing my mind for a while.