A better way to handle texture scale/cache
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06-18-2014, 10:01 PM
(This post was last modified: 06-18-2014 10:01 PM by Henrik.)
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RE: A better way to handle texture scale/cache
We could keep track of the max and min UV coordinates that have been used so far when texturing from each specific texture, and only hash that subrectangle. That would add quite a bit of complexity and overhead though and will not work for env mapping (texture projection). So I'm really not sure it would be worth it.
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Messages In This Thread |
A better way to handle texture scale/cache - RadarNyan - 06-18-2014, 10:37 AM
RE: A better way to handle texture scale/cache - [Unknown] - 06-18-2014, 05:25 PM
RE: A better way to handle texture scale/cache - Henrik - 06-18-2014 10:01 PM
RE: A better way to handle texture scale/cache - [Unknown] - 06-18-2014, 11:04 PM
RE: A better way to handle texture scale/cache - YaPeL - 06-23-2014, 01:27 PM
RE: A better way to handle texture scale/cache - RadarNyan - 06-20-2014, 06:34 PM
RE: A better way to handle texture scale/cache - [Unknown] - 06-20-2014, 07:46 PM
RE: A better way to handle texture scale/cache - RadarNyan - 06-21-2014, 07:52 AM
RE: A better way to handle texture scale/cache - Arborea - 06-23-2014, 02:20 PM
RE: A better way to handle texture scale/cache - RadarNyan - 06-23-2014, 07:54 PM
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