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Texturing for small objects (pickups and enimies) can easily be done UV-unwrapping the model, and use a texture of reasonable size to make the model look good. But how can texturing be done for the world? Covering a large building with one texture would require a huge texture (otherwise it will look blurry), and a lot of it will be repeated (brickwall textures, wallpapers ...), so that approach seems inefficient. Assigning different textures to different faces may be slow, since there cannot be a texture switch within the draw call.

I am targeting OpenGL 4 or later. I prefer good looking stuff rather than extremely high framerate: I aim for 30 fps, but perhaps with motion blur (which I guess requires four times that).

About tiling:

Tiling would work, but then there are some parts of the mesh which requires some other texture. And then I need to switch texture.

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  • \$\begingroup\$ They usually make less visible objects less detailed, so they require a smaller image \$\endgroup\$ – Bálint Apr 24 '16 at 9:31
  • \$\begingroup\$ @Bálint That is a good point, but does not apply since the player will be able to move close to the wall. \$\endgroup\$ – user877329 Apr 24 '16 at 9:32
  • \$\begingroup\$ This is a screenshot i just took from csgo. And as you can see, it is blurred. I've never see a 3D game that doesn't have a blurred texture when you go near them or close-up (Except for those games with 4k textures, never try them). I say don't worry about it much. \$\endgroup\$ – Greffin28 Apr 24 '16 at 10:04
  • \$\begingroup\$ You usually tile the texture multiple times so you can use a smaller texture for a larger polygon. \$\endgroup\$ – Philipp Apr 24 '16 at 12:16
  • \$\begingroup\$ If you use very high res textures, you achieve the same what GTA V did. \$\endgroup\$ – Bálint Apr 24 '16 at 13:56

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