RE: [Algorithms] terrain texturing
Brought to you by:
vexxed72
From: Akbar A. <sye...@ea...> - 2001-01-16 16:25:25
|
>The API doesn't affect whether you can make a texture cache. true/okay; imho i have always presumed that Direct3D was just better suited when it came to handling/dealing with textures. and lots of ppl that use Direct3D often tell me this as well... glAreTexturesResident() and glPrioritizeTextures() ;) and with GL you rarely know what the driver is doing with textures, this can suck at times. 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 Thatcher Ulrich Sent: Tuesday, January 16, 2001 8:55 AM To: gda...@li... Subject: Re: [Algorithms] terrain texturing On Jan 16, 2001 at 07:17 -0600, Akbar A. wrote: > > >but using a good texture-cache should help > > i use OpenGL, probably do a port do Direct3D once dx8 class hardware becomes > available. The API doesn't affect whether you can make a texture cache. -- Thatcher Ulrich <tu...@tu...> == Soul Ride -- pure snowboarding for the PC -- http://soulride.com == real-world terrain -- physics-based gameplay -- no view limits _______________________________________________ GDAlgorithms-list mailing list GDA...@li... http://lists.sourceforge.net/lists/listinfo/gdalgorithms-list |