"If con is the opposite of pro, is congress the opposite of progress?"
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Query FailedNico
Saturday, June 12, 2004

Oh, sorry, I just found it myself. Together with the source of your converter I should be able to figure it out. For others, here's the white paper:
http://www.ati.com/products/radeonx800/3DcWhitePaper.pdf
Nice Job & Thanks!

Nico
Saturday, June 12, 2004

I searched for the 3Dc compression in dds files but I couldn't find any information about it. I'm quite interested because I'm writing a viewer that is able to read (and write) dds files, so could you post a link? TIA.

Humus
Saturday, June 12, 2004

Instancing is a feature that allows you to draw many objects of the same kind with only one draw call. It's not supported by the X800, but I don't cry over it. It's only useful in very uncommon situations where you have lots of very simple objects so that the draw call becomes the bottleneck. And even if that happens you can get around the problem by simply packing many objects into the same vertex buffer.

NeoKenobi
Friday, June 11, 2004

What the hell is a geometry instancing feature? You make it sound like it's the next generation T&L or something. BTW MesserFuerFrauSchmid, [sarcastic] ofcouse we all know that Nvidia is the best company in the whole world and that ATI is just a small humble company making crappy products. OpenGL is outdated and Direct3D is the future of mankind! [/sarcastic]

Guest
Thursday, June 10, 2004

Humus, don't let one flamer bother you. There's people out here (well, one at least ) who really appreciate what you're doing. Keep up the good work!

MesserFuerFrauSchmid
Tuesday, June 8, 2004

@Humus or others:
And now for something completly different, has the X800 geometry instancing feature (like the NV40?) Could not find it. The latest Crowd Demo could suggest that it has but there is nothing written that it actually does and such a feature would probably be more advertised.

MesserFuerFrauSchmid
Tuesday, June 8, 2004

Well you still have to convert your light and eye vector into tangent space. I think heightmaps have three major advantages:

-Less space
-Pretty straightforward for dynamics content
-Probably easy to filter

They have one big disadvantage: It is hard to store surface details taken from High-Res-Models for Low-Res-Models.

Well about RGB please show me a paintprogram which can handle RGBA32f? I don't know one. The problem with DXTx (x=1-5) is that it really can screw your colors. If you have many graytones or grayscale images it can become a real nightmare.

Humus
Tuesday, June 8, 2004

Well, it depends on if you want to call normal maps efficient or if you want to call height maps inefficient. But normal maps are more efficient. Just grab a texture sample and you're ready to rock.

Oh, and I am my own artist. But I guess real artist aren't quite happy with RGBA8 either. RGBA32f or nothing.

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