Re: [PyOpenGL-Users] texture arrays or 3 textures
Brought to you by:
mcfletch
From: Ian M. <geo...@gm...> - 2010-06-04 21:16:30
|
On Fri, Jun 4, 2010 at 10:55 AM, Philip Winston <pwi...@gm...> wrote: > That's not very encouraging... so are "texture arrays" even worse? > Portability is not really such a huge problem. It's just not given functionality. Newer cards probably support it; it's much older cards that will difficulty, as is evident here: http://www.opengl.org/resources/code/samples/sig99/advanced99/notes/node390.html. Although, if you're writing for cards with programmable shaders, then chances are 3D texturing will be supported in all its glory. > That's what we do now and it is a little complex. The shader needs to know > the shape/size of the texture and do a bit of math to convert from RGB index > to UV. With a 3D texture it seems we can directly use the RGB index as the > STR coordinates for a 256x256xN texture. The texture can be only as deep as > is needed, based on the size of the colormap. > > So older cards don't like 3D Textures or does it continue to be a problem > even for newer hardware? We have only two dozen users, mostly newish Quadro > 3800 cards. > Then you're probably fine. A 3D texture is great, especially for new cards and future cards. > -Philip Ian |