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*Use power of two dimensions for textures. Don't worry if your image would get stretched in the texture, you can fix that with the mapping on the model. | *Use power of two dimensions for textures. Don't worry if your image would get stretched in the texture, you can fix that with the mapping on the model. | ||
*Don't have textures with the image in one corner and the rest unused. | *Don't have textures with the image in one corner and the rest unused. | ||
*Supported texture formats are : .dds , .png, .rgb. | |||
==Animation Guidelines== | ==Animation Guidelines== | ||
*''<AndersG> The hierarchy of range animation is also an issue. It is common to have one for each instrument where one could as well has used one for all instruments (by loading the instruments in a submodel XML file). Testing one range animation ought to be cheaper than 47.'' | *''<AndersG> The hierarchy of range animation is also an issue. It is common to have one for each instrument where one could as well has used one for all instruments (by loading the instruments in a submodel XML file). Testing one range animation ought to be cheaper than 47.'' | ||
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