Generally speaking you would NOT want to be using unique textures for each piece of gear on a single character unless it's all going to be put together into a larger, single texture later. You're going to want to have a way to end up with as few textures as possible whether it be through BLITing or something comparable.…
Regardless of how many "items" your character ends up having, the goal is to get all those textures combined into a single texture sample so you don't end up with more draw calls per character. I've mentioned the BLIT process before, but I'm not sure if some of you are checking it out. Some variation of this technique is…
Hi guys, I'm new to these forums, and I'm also tackling the same issue. Could you explain what you mean by slots? You mean like bones/sockets for another mesh to be swapped? Just wondering how you would avoid using unique textures if you've got a mish-mash of equipment? Lets say I've got bracers and gloves from one armor…