Shaders and memory/CPU
Posted: Mon Sep 05, 2011 9:14 am
Hi!
I want to know how shaders and textures works from cpu usage and memory usage point of view.
Situation: I want to create eg. 4 shaders.
Example:
Just imagine, that I want to create four variations (shaders; BlickA, BlicB, BlickC, BlickD) with use of this two ("BASE.tga" and "blend.tga") textures. These shader differ only in rgbGen parameter. Let's just say, that both textures filesize is 1 MB.
I want to know:
- if the in-game memory usage (hypotetically, without other assets) will be really only 2 MB
- if this way is better than to create four BASE.tga and four blend.tga variations (because of CPU)
Please, I don't understand this background of texture-usage of this engine, so my question may seem to be stupid but I want to make it clear.
Thank you
I want to know how shaders and textures works from cpu usage and memory usage point of view.
Situation: I want to create eg. 4 shaders.
Example:
Code: Select all
textures/noruen/BlickA
{
{
map textures/noruen/BASE.tga
}
{
map textures/noruen/blend.tga
rgbGen wave sin 1 1 0 1
blendFunc add
}
}
I want to know:
- if the in-game memory usage (hypotetically, without other assets) will be really only 2 MB
- if this way is better than to create four BASE.tga and four blend.tga variations (because of CPU)
Please, I don't understand this background of texture-usage of this engine, so my question may seem to be stupid but I want to make it clear.
Thank you
