Discussion - proposal to extend !TEXMAP specification


RE: Discussion - proposal to extend !TEXMAP specification
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(2026-02-19, 16:51)Max Murtazin Wrote: In short, when you use anything non-raster as a texture, you gotta rasterize it at some step, and that step would most likely be before supplying it to the renderer, and, as such, you just won't be able to do properly scale resolution. While you *can* write a custom renderer that would rasterize the texture at "render-time", most people simply won't, as it's hard, requires custom approach (so not supported natively by stuff like OpenGL) and not best performance-wise (which is important for real-time renderers)

True, but the main advantage (imho) is it doesn't have to be a 'normal' texture. You could eg store material parameters (per texture pixel) instead of rgb values.

For LDCad's test run I'm planning to generate just a simple rgba texture (using FBO) first though. 

Probably using a  (configurable) 10pixels/ldu resolution.
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RE: Discussion - proposal to extend !TEXMAP specification - by Roland Melkert - 2026-02-19, 18:23

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