soft-tex
category: general [glöplog]
Another dumb thought from me:
Generally speaking, the first 'softsynths' pre-calculated samples, whereas today's versions calculate in realtime. Mostly correct, right?
Today's texture generators pre-calcuate textures. Does this mean in future 64K intros all textures will be generated in realtime, essentially opening up the door for 'animated' textures?
Man, just think of all the wacko possibilities if textures could be created in 1/60th of a second. Such as tex-gen parameters synced to music! Gosh... Golly... Gee...
Generally speaking, the first 'softsynths' pre-calculated samples, whereas today's versions calculate in realtime. Mostly correct, right?
Today's texture generators pre-calcuate textures. Does this mean in future 64K intros all textures will be generated in realtime, essentially opening up the door for 'animated' textures?
Man, just think of all the wacko possibilities if textures could be created in 1/60th of a second. Such as tex-gen parameters synced to music! Gosh... Golly... Gee...
"Today's texture generators pre-calcuate textures. Does this mean in future 64K intros all textures will be generated in realtime, essentially opening up the door for 'animated' textures?"
sure they can be generated realtime... problem is to transfer the data to the graphiccards memory from sysem..
Also it tend to look better with drawn/photographies as textures than generated stuff...
But no.. procedural textures is not impossible and already used on many things =)
sure they can be generated realtime... problem is to transfer the data to the graphiccards memory from sysem..
Also it tend to look better with drawn/photographies as textures than generated stuff...
But no.. procedural textures is not impossible and already used on many things =)
please wait while generating 800mb of pre-animated textures so that thom can watch them animated on a rotation 3d cube.
it is already possible on current machines, and has been so for atleast 2 years for a generic texgen. with a specialized system that only supports a relatively limited range of effects, it's been possible (and done) for far longer (look at unreal, for example).
don't ask me why it hasn't been used in demos/intros yet :)
don't ask me why it hasn't been used in demos/intros yet :)
Simple operations are already being done in realtime to simulate caustics for instance. But the best use of realtime texture-generation is what's being done all the time now: Rendering to textures.
Heck, even Stefan knows how to do THAT!
Heck, even Stefan knows how to do THAT!
yeah, i let you stand for the simple operations tho :)
fair enough.
(even though I'm not really sure you were gramatically correct there)
(even though I'm not really sure you were gramatically correct there)
lai: Yeah, well, I was thinking something a little more complex. Kinda like the 'rusted' textures in fr-08. Maybe have the rust dripping down or something. (Does rust drip?? Hmm...)
stefan: I disagree about drawn vs. generated. Both can look bad, both can look good. Kinda like software vs. hardware rendering. Matter of opinion.
macaw: Wow! 800 MB just for me! You shouldn't have... I feel so special now.
ryg: Why hasn't it been used in demos/intros yet??
sagacity: Yeah, render-to-texture. I forgot about that. Still, it's not quite what I was thinking...
True Fact: Everything I know about computers was learned from the demoscene. Pity me...
stefan: I disagree about drawn vs. generated. Both can look bad, both can look good. Kinda like software vs. hardware rendering. Matter of opinion.
macaw: Wow! 800 MB just for me! You shouldn't have... I feel so special now.
ryg: Why hasn't it been used in demos/intros yet??
sagacity: Yeah, render-to-texture. I forgot about that. Still, it's not quite what I was thinking...
True Fact: Everything I know about computers was learned from the demoscene. Pity me...
"Kinda like software vs. hardware rendering. Matter of opinion."
get a grip
get a grip
Sorry, but the rendered textures in fr-08 look plenty better than most non-rendered textures.
they are all imitating drawn textures ..
and they use 1bpp maps afaik so they are not 100% generated, sorry again to tell you , that your gods arent that much of gods you think.
And i prefer pr0n textures, with males on them
and they use 1bpp maps afaik so they are not 100% generated, sorry again to tell you , that your gods arent that much of gods you think.
And i prefer pr0n textures, with males on them
Even if they did start with a 1bpp map, the other 31bpp are rendered.
And who said anything about 'gods'? That's straight out of *your* imagination.
Jeez, I'm going to have to watch ABCDEmo once again just to remind myself what kind of person I'm attempting to communicate with...
Toodles!!
And who said anything about 'gods'? That's straight out of *your* imagination.
Jeez, I'm going to have to watch ABCDEmo once again just to remind myself what kind of person I'm attempting to communicate with...
Toodles!!
"True Fact: Everything I know was learned from the demoscene. Pity me..."
BY THOM PROPER AMERICAN QUOTE(tm)
BY THOM PROPER AMERICAN QUOTE(tm)
Yeah! ABCDEmo rulez!!! Freax are looking very cool =)
thom: as said, I don't know why it hasn't been used in demos yet.
stefan: 1bpp maps? what? that is utter bullshit. I wonder where such rumours come from... after all, everything is explained on theproduct.de (no, there's nothing left out)
stefan: 1bpp maps? what? that is utter bullshit. I wonder where such rumours come from... after all, everything is explained on theproduct.de (no, there's nothing left out)
ryg, no 1bpp maps? ok.. i thought it even said something about that.. cant say i have been looking at that page that much ;D (really isnt that impressed by it's textuers anyways;)) but i thought those signs and such where 1bpp maps but perhaps i was wrong.. and its so simple doing nice textures that takes no space at all with 1bpp drawn maps to start with :)
well, there's something called "windows fonts". heard they were really handy in 64ks.
yes, and looks like crap.. so did your textures so i guess you could use them ;-)
windows-fonts look nice if you anti-alias them, stefan.
anti alias only gives them blur dear sagacity, as i said.. i let you stay for the simple operations ;-)
FEED THE TROLLS!
stefan: no, it does not 'only give them blur'. that is something entirely different.
yes, antialiasing is a type of blur :)
no it's not.
besides, when i can choose between sucky-quality 1bpp images i need to store somewhere, and sucky-quality 1bpp rendered vector fonts i don't need to include in the executable, i'd STILL go for the rendered fonts. it's not like 1bpp precalced maps would be any better.
besides, when i can choose between sucky-quality 1bpp images i need to store somewhere, and sucky-quality 1bpp rendered vector fonts i don't need to include in the executable, i'd STILL go for the rendered fonts. it's not like 1bpp precalced maps would be any better.