RE: [Algorithms] terrain texturing
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From: Akbar A. <sye...@ea...> - 2001-01-16 13:14:54
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okay, cause i'm doing a decent amount of uploading/writing freshly built textures to the scene and this is usually where a fair amount of time gets spent relatively speaking. i'm hoping the nv20 fixes this though; >but using a good texture-cache should help i use OpenGL, probably do a port do Direct3D once dx8 class hardware becomes available. laterz, akbar A. ;vertexabuse.cjb.net or ;www.vertexabuse.com cjb goes down once in a while "necessity is the mother of strange bedfellows" -ninja scroll -----Original Message----- From: gda...@li... [mailto:gda...@li...]On Behalf Of Timo Heister Sent: Tuesday, January 16, 2001 4:59 AM To: Akbar A. Subject: Re: [Algorithms] terrain texturing Hi Akbar, Montag, 15. Januar 2001, you wrote: >>each texture is generated on-the-fly in software when >>needed. > i'm just throwing this out here, havent' been really following this thread > to > closely. > but isn't uploading all those textures going to be really expensive for you? > doing that on our hardware (geforce2, radeon, etc..) it's kind of > expensive.. > but on consoles (nintendo 64) it is really cheap; iirc (it's been a while ;) > just curiuos? I'm not sure, but using a good texture-cache should help. And think about 3dfx, their texture upload is pretty fast. And you have to upload textures anyway, when having such a high detail you can't fit all textures into the agp mem. >>tnt1 > heh; just my lowest target, not my main developer machine ;) > laterz, > akbar A. > ;vertexabuse.cjb.net > or > ;www.vertexabuse.com > cjb goes down once in a while > "necessity is the mother of strange bedfellows" > -ninja scroll CU, Timo -- Timo Heister E-mail: Tim...@gm... ICQ: <ask me> _______________________________________________ GDAlgorithms-list mailing list GDA...@li... http://lists.sourceforge.net/lists/listinfo/gdalgorithms-list |