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#ActualFlicklizic

Posted 10 June 2013 - 02:25 PM

No idea what "all the other things are".

 

Sorry, I mean by "other things" Tangent and Binormal.

 

If the textures are static, you might want to consider baking them together at level load

 

But as the terrain can change frequently this will generate alot of data processing, no? I will need to calculate the normals, tangent and binormals if they arent stored.

 

I could use just 2 textures for the pre baked data:

 

For the height, the x and y in the first texture (so i can have the height up to 65536 or +- 32,768)

For the normals, the z, w in the first texture and the x on the second

For the tangent, the y, z, and w in the second.

For the binormal I can calculate it in the shader w/ the tangent and normal.

 

2 texture lookups only...

 

I guess it would be worth saying what GPU are you using, on what CPU

 

GPU: GeForce 8400 GS (yeah I need a better one)

CPU: I5 (belive this is ok)


#1Flicklizic

Posted 10 June 2013 - 02:24 PM

No idea what "all the other things are".

 

Sorry, I mean by "other things" Tangent and Binormal.

 

 

If the textures are static, you might want to consider baking them together at level load

 

But as the terrain can change frequently this will generate alot of data processing, no? I will need to calculate the normals, tangent and binormals if they arent stored.

 

I could use just 2 textures for the pre baked data:

 

For the height, the x and y in the first texture (so i can have the height up to 65536 or +- 32,768)

For the normals, the z, w in the first texture and the x on the second

For the tangent, the y, z, and w in the second.

For the binormal I can calculate it in the shader w/ the tangent and normal.

 

2 texture lookups only...

 

I guess it would be worth saying what GPU are you using, on what CPU

 

GPU: GeForce 8400 GS (yeah I need a better one)

CPU: I5 (belive this is ok)


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