|
its
not the size of the texture. fetching texels is relatively
cheap.
its
the number of passes, and for how many pixels in the scene. consider that
each additional pass
burns fill-rate.
so if you do this
for an object that affects most of the pixels in the render-target, like
terrain, then your fill rate cost equation is effectively
base-fill-rate/2*number-of-passes. that chews up fill-rate fast.
if its only for
characters, and only for the main ones, then you can probably get away with this
since the number of pixels in the render-target affected by the character
primitive draws isnt such a large percentage of the entire render-target to burn
fillrate at quite the same ratio.
think
about how you plan to use multi-texture. its hard to see how 4 layers of texture
arent sufficient in most cases:
base texture
lightmap texture
detail texture 1
detail texture 2
2
layers of detail texture allows you to apply noise/grain textures for ground,
rock, vegetation at 2 differing pixel frequencies. which is usually enough to
simulate variation across the pixels at an acceptable level of quality unless
you are flying/moving right up on the ground/grass...in which case you need to
think if your camera controls need to be that fine or if you need to burn more
fill rate for visual quality.
think
about why anything more than 4 layers of texture would be required to get the
effect you are after. it might be with bump-mapping, specular, etc that you do
need multiple passes. but think it thru. its really about what you are trying to achieve, and
efficiently using the hw resources to accomplish that
task. and
thats before we get to texture renderstate changes, which arent cheap and you
will have a lot of them in cases like this - but in this case the loss of
fill-rate due to inordinate number of passes dominates the cost
equation.
final
note - Gary Tarolli, ex of 3Dfx, used to show a "Borg cube" demo where he built
up 8 layers of multi-texture, the last 4 or 5 being detail textures at different
frequencies ( tiling at 2x 3x, 5x, 9x, etc number of times across each face )
which produced quite a huge amount of visual variation and depth.
what could you possibly be doing that would need more layers of texture
than that? how does that contribute to the visual quality of the scene, and at
what cost?
|
- [JAVA3D] multitexturing and OpenGL Extensions Michael Nischt
- Re: [JAVA3D] multitexturing and OpenGL Extensions David Yazel
- Re: [JAVA3D] multitexturing and OpenGL Extens... Michael Nischt
- Re: [JAVA3D] multitexturing and OpenGL Extensions Charmaine Lee
- Re: [JAVA3D] multitexturing and OpenGL Extensions Michael Nischt
- Re: [JAVA3D] multitexturing and OpenGL Extensions Joachim Diepstraten
- Re: [JAVA3D] multitexturing and OpenGL Extens... Michael Nischt
- Re: [JAVA3D] multitexturing and OpenGL Extensions Philip Taylor
- Re: [JAVA3D] multitexturing and OpenGL Extens... Michael Nischt
- Re: [JAVA3D] multitexturing and OpenGL Extensions Philip Taylor
- Re: [JAVA3D] multitexturing and OpenGL Extensions Michael Nischt
- Re: [JAVA3D] multitexturing and OpenGL Extensions David Yazel
- Re: [JAVA3D] multitexturing and OpenGL Extensions Michael Nischt
- Re: [JAVA3D] multitexturing and OpenGL Extensions David Yazel
- Re: [JAVA3D] multitexturing and OpenGL Extens... Michael Nischt
- Re: [JAVA3D] multitexturing and OpenGL Extensions Allan Andersen
- Re: [JAVA3D] multitexturing and OpenGL Extens... Joachim Diepstraten
- Re: [JAVA3D] multitexturing and OpenGL Extens... Michael Nischt
- Re: [JAVA3D] multitexturing and OpenGL Extensions Yazel, David J.
- Re: [JAVA3D] multitexturing and OpenGL Extens... Allan Andersen
