Lets say i make this really large texture for a tree and think it would look great on an arrow...
Will putting this large texture that's already being used in the engine and taking up ram onto the small arrow cost a lot of resources? The arrow is using the entire texture.
Another example:
I'm going to place 5000 single leaves in a scene that are cut out with opacity maps. Would it be lower cost to use a single tri and take up a larger UV space that encompasses the leaf or would i be better off using more tris to fit tighter around the leaf.
these are just examples, i wouldn't actually use an entire tree texture but hopefully that made my question clear, thanks in advance guys.
Replies
In your second example, some engines handle alpha overdraw better than others. Usually you want to walk a fine line. Start with the leaf texture on a quad, and then instead of cutting around it very carefully to get all the alpha off, just snip off the big corners, to get rid of most of the alpha. A little alpha on a 8-10 tri leaf card, is probably cheaper than no alpha on a 64 tri leaf card.
2- its a balancing act, if you want lots of leaves then duplicate the ground mesh and add a tiling texture, but if its just a couple then cut round them so that you can maximise texture space.
in general these are not hard rules it depends on game type engine etc, i would do some tests in engine, simple quick tests where you can see which is cheaper to draw/memory
Oh and vig, good point about the arrow texture. I'll be sure not to use asssets so unrelated in the future.