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General / Re: Best method for rendering non-tile-based areas?
« on: April 21, 2018, 03:15:52 am »So what size are we talking about for one image?It varies per level, one of them is around 20000x2000.
Don't forget that there's a limit on how large a single texture can be and for older GPUs the limit can be relatively low.In that case, what's the recommended texture size I should divide it into so that my game can run on old GPUs? How would one go about deciding the pieces' resolution?
You can find out the texture size limit by calling sf::Texture::getMaximumSize and then subdividing your huge texture by that size and drawing it as huge tiles.Thanks for the videos and advice! Doesn't sf::Texture::getMaximumSize return the max texture size for your particular GPU, though? I'd like to support older GPUs as well.
Though you should take a look at how levels can be made out of sprites without having a huge illustration.