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It's all about tradeoffs. But first, occlusion culling is to hide what is being hidden by other objects, not what falls outside the viewing frustum. What you described is called frustrum culling. Sure, you can do that and only request to draw polygons that you will see, but those calculations, along with the time required to update the index buffer may ...


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What I would do, is load two copies of the image into memory. One of the copies would be used to display a preview to the user, the other would be used to apply the edits made. Once the user is happy with their edits, offer to save the new image from memory to disk.


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Here are some answers to your questions: 1) If you want your sprite sheet to be compressed (which will reduce memory usage, at the cost of some quality), you will want it to be a power of two. If you are going to do completely uncompressed textures, then any size is OK. My recommendation is to stick with the power of 2, since that gives you the flexibility ...


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I can't speak specifically for Unity, as I don't use it, but based on my understanding of graphics hardware (I have written a multi-platform 2D rendering engine or two), there will be no performance overhead using non-pot sections of a pot texture. I can think of no reason why this would be any different for Unity. The overhead is purely hardware based.


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You may also hear of the term "Solid Model": This means that the underlying mesh model has had such additional information applied, e.g. construction material (and thence can be calculated the model's weight, Centre of Gravity, Centre of Inertia, etc), to the extent that the model is so 'physically' well defined, in a real world sense, that it can be ...


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I don't know which platform you're working on, but on most modern platforms, all culling and clipping happens after vertex transformations, but before fragment shading. You can do some custom pre-culling, and not issue draw commands for objects you know won't be visible, but once you ask some triangles to be drawn, it's not until you apply view and ...


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Alfonse Reinheart's post in this thread (#8) should shed some light. When you boil it down, the answer is "there's no such thing." Quadrilinear sampling is simply the term used for applying a linear sampling (GL_LINEAR_MIPMAP_LINEAR in OpenGL) to a 3D texture. You can almost argue the answer is "yes" since linear is at the hardware level and it's simply ...


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This link explains it way better than most could in a short answer here: http://www.tomdalling.com/blog/modern-opengl/explaining-homogenous-coordinates-and-projective-geometry/ In summary: 4x4 matrices are used in graphics so that homogeneous coordinates (which are 4d) can be used. This is important because it allows for both perspective and translation. ...



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