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Posted 13 September 2012 - 03:51 AM
Posted 13 September 2012 - 05:03 AM
Edited by Ashaman73, 13 September 2012 - 05:05 AM.
Posted 13 September 2012 - 05:56 AM
Posted 13 September 2012 - 09:34 AM
Posted 14 September 2012 - 01:05 AM
Every time you add a boolean member variable, God kills a kitten. Every time you create a Manager class, God kills a kitten. Every time you create a Singleton...
Posted 14 September 2012 - 01:31 AM
I do it in my engine. My level terrain texture has the size of 16k x 16x texels, which would be roughly 1 gb (3 channels, no compression, mipmapping ). But I've subdivided my terrain in patches and calculate it on-the-fly (even on the CPU not GPU which would be much faster), you can download the pre-alpha version from my website to see it in action.
2) Precalculate the texture (on-the-fly):
Would this be even possible in realtime? If there were lots of objects and lots of projectors, I think that would have a huge impact on performance.
Furthermore, I think that wouldn't work for every texture-combination. The terrain could have a repeating grass texture, and the projector could be a non-repeating texture => how would you precalculate those? I doubt that would be possible in a fast/easy way.
Posted 14 September 2012 - 02:53 AM
Posted 21 September 2012 - 07:56 AM
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