Revenitor 3D World Studio - In 6 months time!
category: general [glöplog]
Thom knows less english than Optimus himself :-)
Gargaj: I really don't care how you twist and turn it. Texture-generation itself does not use more memory than loading textures. Some generation-routines might do, but only marginal and hence not relevant in this matter. However, it DOES need more cpu-cuycles than loading it direcly, especially if they are complex.
Personally I don't really believe in texture-generation in games, mostly because that is removing some of the visual control from the graphicians to the coders. Not a good thing for gamedevelopers for sure. (coders -- don't even bother to open your mouths here, believe me, you don't have a clue (except from droid)) Anyway. We are democoders. We live in a different world. Thank god.
Personally I don't really believe in texture-generation in games, mostly because that is removing some of the visual control from the graphicians to the coders. Not a good thing for gamedevelopers for sure. (coders -- don't even bother to open your mouths here, believe me, you don't have a clue (except from droid)) Anyway. We are democoders. We live in a different world. Thank god.
I think when texture generation can be done in generous helpings at 60 fps then it will appear in games. For example, instead of having to tile a building with a repeating brick texture, it could be realtime generated with an infinitely varied pattern. No section would appear exactly the same.
kusma, if you have a layered tgen, like f.x. photoshop, then you might have a slight "over use" of memory during the generation.
You also have posibilty to get out alot more textures from those few texture layers if you realtime combine them with some additional effects..
Its not about removing the control on graphicians, its about making stuff run on poor devices.
Ohh, and what would we call all theese RTT effects? Like blurs etc in demos? ;-P
Its not about removing the control on graphicians, its about making stuff run on poor devices.
Ohh, and what would we call all theese RTT effects? Like blurs etc in demos? ;-P
macaw: well, if you have a layered tgen that comsume a lot of memory, then you have a seriously broken design.
arneweisse: hehe, thats a completely different matter. I was talking about normal textures. You know, the ones you put on buildings, cars, duck.3ds, whatever ;)
arneweisse: hehe, thats a completely different matter. I was talking about normal textures. You know, the ones you put on buildings, cars, duck.3ds, whatever ;)
Point is, that generated textures are commong, just because lamers here at pouet thinks that generated textures equals to a fractalcloud with maximum a twirl on it, doesnt mean the rest of the world is so lame :)
kusma wrote:"Personally I don't really believe in texture-generation in games, mostly because that is removing some of the visual control from the graphicians to the coders."
tell me! *g*
tell me! *g*