• Advertisement
Sign in to follow this  
  • entries
  • comments
  • views


Sign in to follow this  


LOL CODE UPDATE: There may be quite a bit of unestimated overhead to hacking volumetric textures.

So I've decided to stop checking the FPS until I finish Hiatus (probably a couple more days' work), when, if necessary, I can code in a special case for the texture manager allocation call which will force GL_TEXTURE_2D when the depth parameter = 1. I figure this solution will allow me to use the dirty dirty volumetric texture hack if it ever is necessary in the future.

But... yeah... (expects a bunch of 'told ya so's)
Sign in to follow this  


Recommended Comments

There are no comments to display.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

  • Advertisement