Re: [Algorithms] Texture Atlas and mipmapping problem
Brought to you by:
vexxed72
From: Jon W. <hp...@mi...> - 2007-04-06 16:40:26
|
You can split your geometry where you want to wrap, and duplicate the vertex. I imagine with DX10 you can do it in the Geometry Shader, but for normal mortals, it requires a pre-process. The reason it's slower is because it's more work for the card, for one reason or another. I imagine they lose some accelerated hardware and coherency that they get when you use the automatic calculation. Cheers, / h+ Kenzo ter Elst wrote: > Is there any reason why this goes so slow? > Perhaps someone here has experience using texture atlasses and knows > another way of solving the mipmap problem? > > |