Textures are assigned a “weight” by tuneable criteria: - Area of screen coverage taken by objects containing material (more accurate and generic than distance) - Type of texture (separate weight for normal, diffuse, spec maps) - Last used time (to keep textures loaded for recently seen objects that are outside of the view frustum) Those factors combine together to give a “weight”, which represents a proportion relative to all other textures weights Mipmap levels are stripped off of each texture until they occupy the amount of memory they should proportionally have This is in contrast to the global ceiling of texture resolution that slowly drops until the textures fit --HG-- branch : nfb extra : rebase_source : 0710cebf76f196f5fea20b6df51be539fafbd834
5.2 KiB
5.2 KiB