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Textures
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Texture heights and widths must be
integral powers of 2: 32, 64, 128, 256.
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No bigger than
256 and square for last generation cards. |
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But we can auto
downsample to correct?
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Opaque and translucent textures
shouldn't be mixed on one sheet; otherwise, sheeting is a good idea.
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Alpha channels aren't necessary for
translucent textures that are rendered with the 'glow' blending mode.
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Translucent textures that fade to 0
alpha need a 3 pixel border of 0 alpha to allow for mipping, filtering, etc.
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