I've been thinking about water warps, and I think the solution is to use a method similar to software, which updates the texture every frame from a sintable lookup. Textures would update from a default 64x64 tile into a new 128x128 tile, meaning that the typical case will be no worse than a coupla lightmaps being updated per frame (better in fact as I can send 8-bit data plus palette down rather than 32 bit data, meaning a 17K upload instead of 64K), although factoring mipmapping into the equation will be an interesting thing to resolve.
Where this may get complicated and even more interesting is with high-res external textures that are not guaranteed to be powers of 2 in DirectQ, but for the Quake II engine it's at least worth exploring to see how it goes.
Monday, July 6, 2009
Last Recon Data Indicates Access Through The Sewers
Posted by
mhquake
at
1:45 PM
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