Skip to main content
Simon F's user avatar
Simon F's user avatar
Simon F's user avatar
Simon F
  • Member for 13 years, 8 months
  • Last seen more than a week ago
  • You 'K?
comment
Why do game engines convert models to triangles instead of using quads?
"but a triangle cannot be split into anything else than triangles." is actually incorrect. A triangle can be converted into 3 quads. See computergraphics.stackexchange.com/a/9480/209
revised
Loading…
revised
Image-Space coherence of the z-buffer algorithm
Added another hypothesis as to Ned Greene's meaning.
Loading…
answered
Loading…
awarded
comment
How do mipmapping, anti-aliasing and anisotropic filtering contribute to rendering quality?
Just to add to Adam's excellent answer. WRT "This generally causes the result to be very noisy, and also gives a performance hit because of cache misses as those pixels are scattered all over the texture." If you use texture compression but then don't use MIP mapping, it'll undo the benefit of using texture compression in the first place! There are some notes here: computergraphics.stackexchange.com/a/419/209
comment
OpenGL ES texture rendered not as expected with disproportional aspect ratio triangles
The fact that the moon/planet doesn't look spherical to me seems to suggest that you might have perspective correct texturing turned on but haven't set the "W" (and I don't mean your width value) set correctly.
comment
How to use model matrix with integer coordinates
I believe Tom Forsyth (ex-game dev, ex-Larrabee engineer, etc) wrote a blog on using 64-bit ints for geometry, but my searching has failed me. You may have better luck.
answered
Loading…
awarded
awarded
comment
Should I use ASTC
There is a little bit of info on Texture Compression techniques on the S.E Graphics Community site but it doesn't cover ASTC as it is considerably more complicated than most other texture compression methods.
comment
What would be theoretical the perfect texture size?
Can you guarantee those objects always going to be rendered together in the same frame?
comment
Why is the texture all wrong on my model?
Are you sharing the vertices on the corners of the cube? (I'm just working this out in my head so might have this wrong but...) If so, given appropriate UVs you may get the right mapping for four of the faces, but the UVs for the end surfaces will give you the result you're seeing. You'll probably need to make those end squares use their own set of vertices.
Loading…
revised
Check if .dds texture is gamma-corrected
added 119 characters in body
Loading…
revised
Check if .dds texture is gamma-corrected
added 1 character in body
Loading…
answered
Loading…
answered
Loading…
comment
Is it possible to completely avoid copying image data when uploading textures to the GPU on iOS?
[Disclaimer]I don't do IOS programming but I know a reasonable amount about PowerVR GPU's and also texture compression[/Disclaimer] Apologies for being lazy and not reading everything, but a) you aren't modifying a given texture from frame to frame are you? That might easily result in extra memory consumption as a TBDR GPU could be running asynchronously and the driver might want to avoid dependencies. b) If it's of help it seems to me the FIC system could be extended to use either 4bpp or 2bpp PVRTC instead of uncompressed data.