Open Lolothepro opened 2 months ago
I don't understand why this is an issue. Seems somewhat pedantic? I see your conversation about it in NeoForge but I didn't actually port the mod over to Neo yet.
What actual gain is there to be made by altering this texture?
A texture like that costs a lot of VRAM, and it's better to load lots of small textures than one big one like that. Also, doing this causes problems for translating the mod.
I understand. The large texture should be loaded in another way to reduce vram usage. Honestly, it's extremely low priority because it's not actually causing a problem. But I'm not going to break the texture into a bunch of smaller pieces to make it easier for translating.
Though to be honest I wouldn't like to be the person that segments the large texture into a bunch of tiny ones - even though I reckon the vast majority can be handled with ninepatches (though the background would be a tenpatch). The most difficult thing here would be to handle the arrows.
But I'm not the person to be willing to do that work just yet - there's already enough for me to do
First, you can simply downscale the texture, and then do the work later?
Yeah I am not willing to do that. You have to balance development time with the actual benefit provided by the outcome. I see very little benefit from this.
First, you can simply downscale the texture, and then do the work later?
Why would I downscale the texture? We went with a higher resolution to make it look nice. If I reduced the resolution, it wouldn't look as good.
I am planning on updating / porting my mods for 1.21 when I get time in the coming weeks. I can consider looking at this texture to see how small I can make it before it looses detail. I can also load the texture differently. It's a screen and shouldn't be in the atlas with blocks and items. I'm fine with doing that, but I won't cut the image into smaller pieces.
The high resolution wastes a lot of texture space, and it can lead to bugs with block rendering when the atlas gets too big.
Maybe using a pixelated symbol, or a striped effect on the element's boxes would convey the same information? It would also be more in line with the pixelated art style of the game and mod.
This texture takes up a lot of space for nothing, and it's really weird to load a texture like that. It might be better to have another method for loading this texture.
https://github.com/SmashingMods/ChemLib/blob/1.20.1/src/main/resources/assets/chemlib/textures/item/periodic_table.png