Will we use 512x512 textures? I have seen the argument that some cards can't handle textures of that size. Does this include our minimum spec. card Geforce 2?
How much video ram does a texture take? I have no idea of how this works.
Are all textures in a scene loaded into the 3dcards ram and then shown on screen?
Is the textures file size directly proportional to the amount of 3dcard ram used by the texture?
Can we use multiple layers of textures for objects? For showing bullet holes, dents and such?
How about bump-mapping? Is it possible? How does it work (if possible) ingame? Do you have a separate texture just for bump-mapping?
How does alpha work ingame? Should we save an alpha channel in the textures? Or a separate texture? Can we use "true" alpha, or just the one-color GIF kind?
Are we going to use the .png format ingame? Or something else?
This is quite a lot of questions. No-one needs to answer all of them by him/herself, but I would really appreciate some answers.
And I apologize in advance if any or all of these questions has been answered before.
Edited by Cubik, 24 July 2003 - 08:27 AM.