I make a box, apply a texture, and then use:
SCALE OBJECT TEXTURE 999, 5,5
to make the texture repeat instead of the default "stretch it to fit" behavior.
Why do I get a 20-25% FPS hit for doing something this minimal?
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General question: If I load and image and use it to texture a bunch of different primitive objects and tiles in a matrix, does it get duplicated in texture memory or does only one copy of the texture get stored in texture memory?
The reason I ask is because I have 3 different textures in my Retro entry so far, and when I load ml.x (from the Plaent Potter), I start losing a texture (see weird green bars instead) on some objects that are using image 1, but other objects in the scene that use the same image are displaying the texture fine.
Does the mipmap setting (SET OBJECT TEXTURE obnum, x, 1) make multiple copies of the image show up in texture memory if some objects use mipmapping and others do not?
Thanks,
Ed