Monday, July 6, 2009

Last Recon Data Indicates Access Through The Sewers

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.

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