setting up megatexturing in 48 hours
Posted 02 September 2009 - 03:01 PM
My little project includes this->
brute force project all the polys of the world onto the screen, calculate mip of texture needed using 2d coordinates and check general in screenness of poly then load its texture on a thread and draw it right away.
Polys that stay in view's texture stay in memory as a cyclic list of textures is applied to polys.
then I draw each visible poly in a separate batch, a wallah - it works. I just need editing tools and its an amazing thing to put together.
Should be exciting.
Posted 02 September 2009 - 05:25 PM
the picture here is of some cubes all with unique data, the window thats open its the file directory containing the raw files that are streamed off the disk per frame onto the video card, theres one file for each cube face in this example, its a bit of a memory shuffle but its possible.
things i have to add now is mip calculation, so it doesnt stream in the whole texture at once.
but this is basicly finished! i could start adding tools now! especially the box modelling and painting, should make for a beautiful game level...
NOTE: theres not really enough there to push the system yet, but as it is its running fine at the moment.
Posted 02 September 2009 - 05:32 PM
Hate to see me model the entire game universe, thats impossible!
Posted 03 September 2009 - 03:59 PM
Posted 03 September 2009 - 04:55 PM
Posted 08 September 2009 - 03:45 AM
painting tools done (you can see the interface top right), now im going to add the basic geometry editing and ill see if i can get something that looks half like a game going.
Alphadog, i think maybe someone might be interested?
Posted 08 September 2009 - 12:37 PM
Please do go on. Anything development related is appreciated. You might want to cut down on the drunk ranting though. :)
Posted 08 September 2009 - 03:52 PM
vertex tweaking and selection finished.
Posted 10 September 2009 - 05:45 AM
past some dodgy 3d game, but note even whilst im editing
geometry i can paint it at any time.
Posted 11 September 2009 - 10:27 AM
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