(2026-02-19, 18:23)Roland Melkert Wrote: 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.
I will add that in theory a program could also scale the size of the generated textures based on how many are present in the model and the characteristics of the machine being run on (in addition to how big the geometry is in LDraw units).
Regarding using LDU as a hint for size, that does presuppose that the LDraw geometry is done at a scale that matches the projected area for the texture. There's no particular reason for this to be the case, and one texture can even be used at multiple scales. However, it should probably be recommended that the LDraw geometry in the pseudo-texture match the scale it's being projected at.
