Because textures with the vram flag aren't mipmapped, whether you specify the mipmap flag or not. I think the reasoning behind this was to save on gfx card memory, although mipmapped textures aren't that much bigger.
512x512 res non-mipmapped texture = 1048756 bytes
Mipmapped version = 1398338 bytes
I suppose it's understandable that Blitz3D was made to ignore the mipmap flag when the vram flag was used, at the time 32/64meg cards were common, these days 128meg/256meg are.
I think the mipmap flag should be adhered to even if the vram flag is specified, and just inform the programmer that mipmaps take up an extra 30% or so of the textures memory size. Having the option is best!
I'll ask Skid about it. But in the meantime I dunno what I'm gonna do about this slow copyrect problem... damn annoying it is!
Oh, and this is why I want to use mipmaps, move mouse left/right (should work on all DX7 cards)
http://www.tomspeed.com/realtime_blur.zip
Useful for blurring shadows :)
512x512 res non-mipmapped texture = 1048756 bytes
Mipmapped version = 1398338 bytes
I suppose it's understandable that Blitz3D was made to ignore the mipmap flag when the vram flag was used, at the time 32/64meg cards were common, these days 128meg/256meg are.
I think the mipmap flag should be adhered to even if the vram flag is specified, and just inform the programmer that mipmaps take up an extra 30% or so of the textures memory size. Having the option is best!
I'll ask Skid about it. But in the meantime I dunno what I'm gonna do about this slow copyrect problem... damn annoying it is!
Oh, and this is why I want to use mipmaps, move mouse left/right (should work on all DX7 cards)
http://www.tomspeed.com/realtime_blur.zip
Useful for blurring shadows :)