"A peculiar alliance has recently come into life. Forces from the extreme left, the extreme right, environmentalist groups, trade unions of developed countries and some self-appointed representatives of civil society, are gathering around a common endeavour: to save the people of developing countries from... development."
- Ernesto Zedillo, former President of Mexico
More pages: 1 ... 11 ... 21 ... 31 ... 41 ... 51 ... 61 ... 71 ... 81 ... 91 ... 101 ... 111 ... 121 ... 131 ... 141 ... 151 ... 161 ... 171 ... 181 ... 191 ... 201 ... 211 ... 221 ... 231 ... 241 ... 251 ... 261 ... 271 ... 281 282 283 284 285 286 287 288 289 290 291 ... 301 ... 311 ... 321 ... 331 ... 341 ... 351 ... 361 ... 365
Query FailedMesserFuerFrauSchmid
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.

Humus
Tuesday, June 8, 2004

Lol, mkay ..
It was hardly obvious that you referred to him. And even then, I don't think Carmack has ever called himself god of graphics programming. He appears to be quite humble. Other people frequently call him that, which of course is a bit exaggerated, but he deserves some creds. He's one of the better guys in the industry.

MesserFuerFrauSchmid
Monday, June 7, 2004

Excuse me but Mr. Blinn was the original idea provider. Personally I do not see a great inefficincy in Blinn's approach, many people just say that because Blinn's approach is more difficult to understand and using normal maps is plain easy (but for dynamic maps, filtering gets more complicated and takes more time than just calculation the partial difference from a heightmap).

Oh and about DXT tell that your artist he will likely kill you!

MesserFuerFrauSchmid
Monday, June 7, 2004

HELLO!!!1 I was refering to Mr. John C. Carmack and not you.

Humus
Sunday, June 6, 2004

MesserFuerFrauSchmid, are you here only to moan and complain? Why do you persist in coming to my site if you hate it so much? Noone has called himself god of graphics programming. You're probably just jealous that there actually are people out there who like my work while noone praise yours. And your friggin API preference is as irrelevant as mine is. If you like D3D, then use it and be happy. No need to come here and point out everywhere who bad OpenGL is.

Humus
Sunday, June 6, 2004

Well, first of all, there's no such thing as "real bumpmapping". Just because Blinn did it in one particular way doesn't mean that's how it must be done. It's inefficient to deal with heightmaps directly.

No, you don't agree with me on DXT. Both DXT and 3Dc rocks IMO. Benchmarks in a test app I've done:

DXT1 + 3Dc = 530 fps
DXT1 only = 490 fps
3Dc only = 380 fps
No compression = 280 fps

I get almost twice the performance with compression than without, and if I add some per-pixel phong lighting I'm still getting over 60% performance boost, at nearly no visible quality reduction.

Rodge
Sunday, June 6, 2004



Cool, but you better watch it does not silently hover away, before we all get some of those new demos!

PS. Very nice tft and speakers, and everything else for that matter.


More pages: 1 ... 11 ... 21 ... 31 ... 41 ... 51 ... 61 ... 71 ... 81 ... 91 ... 101 ... 111 ... 121 ... 131 ... 141 ... 151 ... 161 ... 171 ... 181 ... 191 ... 201 ... 211 ... 221 ... 231 ... 241 ... 251 ... 261 ... 271 ... 281 282 283 284 285 286 287 288 289 290 291 ... 301 ... 311 ... 321 ... 331 ... 341 ... 351 ... 361 ... 365