2024-07-24

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  • Опубликовано: 9 сен 2024
  • i got tired of staring at solid colours
    while doing this i also tested out "tech" for FPW
    where chunks can be made of multiple textures
    IE they have multiple vertex buffers in case a bloc texture goes onto multiple
    this could allow for some memory optimizations like smaller texture pages at the cost of texture swaps?
    im not sure what kinds of bandwidth issues there are for updating a smaller section of a texture using glSubImage2d
    but either way this is a needed step for emissive and transluscent surfaces regardless so. yaay.

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