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Dec 30, 2014 at 1:12 history edited Anko CC BY-SA 3.0
Some simplifications and formatting.
Sep 18, 2013 at 22:08 comment added Nathan Reed Well if all you want is to find where you are in a 3D block, based on where you are in the flattened 2D texture, you just have to multiply the texture coordinate by 8 and use frac().
Sep 18, 2013 at 21:58 comment added dpaz Thank you. I will definitely look into that as referencing a volume texture will cut down on conversion calculations (and hopefully interpolation), but unless I cannot find a way to do it, I still want to convert float2 texture coordinates to float3. I considered rendering to each slice, but I am worried because my engine is continuously pumping out hundreds of these blocks. At 64 slices each, I fear that would become quite a bottleneck and would leave very little room for actual rendering. I would rather let the CPU decode 2D to 3D than run a thousand draw calls per frame.
Sep 18, 2013 at 21:40 comment added Nathan Reed You can certainly use volume textures natively in pixel shader 3.0. See this related question. You can't render directly to a volume texture slice, though. (You can in D3D10/11.) At best you can render all the slices to a 2D texture, then lock it and copy the data into the volume texture. Perhaps that would work for your case, though?
Sep 18, 2013 at 21:26 history asked dpaz CC BY-SA 3.0