Reznor007
New member
PsyMan said:You don't seem to understand how "2x" and "4x" are meant. We are not talking about the sum of the texture's size but for each of its axis independenly (ie: (A)x(B) will be (2A)x(2B), (4A)x(4B)... ...(yA)x(yB). If the texture is 16x16 it will be 32x32, 64x64... ...(y16)x(y16)).
That's because we want to keep the original aspect ratio which is 4:3. In order to achive that each texture must have size that "fits" with each resolution. Some examples:If we don't keep the original aspect ratio of each texture the new textures will look bad unless we use specific non 4:3 resolutions (in that case the rest of the game may look bad).
- Resolution: 320x240 Texture: (A)x(B)
- Resolution: 640x480 Texture: (2A)x(2B)
- Resolution: 1280x960 Texture: (4A)x(4B)
I know what you meant by saying 2x/4x, I was just saying that 640x480 is 4x the data of 320x240.
However, the size of the texture has nothing to do with the 4:3 aspect ratio of the game. The size of the texture should be an even match to the original, but the original texture is not 4:3, they are usually 1:1(64x64=1:1). If you use a different ratio than what the original texture used, that specific texture will look weird, but not the whole game. Using a 64x128 instead of 64x64 would look funny, but only that 1 texture.
4:3 is the aspect of the final display, but the size of an individual texture has nothing to do with that.