• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
AntiGuy

Palette Based Rendering?

9 posts in this topic

I was wondering... if the idea of storing color information inside vertices was replaced with storing an index and supplying an array of colors/material on a model basis, would there be any significant performance difference or reprecussions?

The reason I ask is this system seems a lot more flexible and I think you would be able to use much more material information on a vertex level inside the shader.
0

Share this post


Link to post
Share on other sites
Well to interpolate properly you would need to do the index -> color transformation in the vertex shader.

Of course any kind of lookup table (an array shader variable, or a texture lookup in the vertex shader) is going to have a performance impact, but without trying it out in your scenario it's hard to say what it would be.
0

Share this post


Link to post
Share on other sites
Why do you think this is even necessary? Do all your meshes have color data? Is it severely impacting the size of your meshes? Is vertex size having a large impact on your performance? Is there nothing better you could spend your time on improving?

Seems like a case of premature optimization, and I should know, I admit to having wasted much of my own time on it before.
1

Share this post


Link to post
Share on other sites
[quote name='TheAnti' timestamp='1333665954' post='4928615']
I was wondering... if the idea of storing color information inside vertices was replaced with storing an index and supplying an array of colors/material on a model basis, would there be any significant performance difference or reprecussions?[/quote]On GeForce6? I hardly believe so. On some Intel like GMA950? Possible. On D3D10 silicon. No way.
Will it be significant? I would expect no difference.
[quote]The reason I ask is this system seems a lot more flexible and I think you would be able to use much more material information on a vertex level inside the shader.
[/quote]Flexible? I'm not on it. Indexing has some uses, but definitely not that. More information to the VS? I don't see the point.

Chris++
0

Share this post


Link to post
Share on other sites
I'm wasn't so much thinking about a performance boost, I was just wondering if the theory is sound.

I tend to use a lot of vertex coloring and it seemed to make sense in the event that I wanted to swap out the certain colors of something while rendering the same model instead of copying the entire model over or changing the color of everything.

I've never seen it done before so I assumed there was a a reason not to do it.
0

Share this post


Link to post
Share on other sites
[quote name='TheAnti' timestamp='1333709284' post='4928731']
I'm wasn't so much thinking about a performance boost, I was just wondering if the theory is sound.

I tend to use a lot of vertex coloring and it seemed to make sense in the event that I wanted to swap out the certain colors of something while rendering the same model instead of copying the entire model over or changing the color of everything.

I've never seen it done before so I assumed there was a a reason not to do it.
[/quote]

Oh, OK, that makes more sense. Look into vertex data streams/input layouts, you can instruct the input assembler to pull the vertex color from a separate chunk of memory from the rest of your data. You'd just bind a different vertex buffer to your 'vertex color data' slot and leave the rest of it untouched.
1

Share this post


Link to post
Share on other sites
Yeah, you can do that, the only thing is that you would need to perform the interpolation the pixel shader end by passing the two colors from the vertex shader to the pixel shader as varying variables. That way it will interpolate the two values.
0

Share this post


Link to post
Share on other sites
[quote name='TheAnti' timestamp='1333709284' post='4928731']
I've never seen it done before so I assumed there was a a reason not to do it.
[/quote]
I think that this skipped, because at times where you use vertex color, you often needed the register for other tasks (i.e. skeleton animation data). The most recent approach in this direction is to use gradient mapping at the pixel shader level to recolor a model. Take a look at [url="http://www.valvesoftware.com/company/publications.html"]Shading a Bigger, Better Sequel: Techniques in Left 4 Dead 2[/url], there's the gradient technique of L4D2 explained.
0

Share this post


Link to post
Share on other sites

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
Sign in to follow this  
Followers 0