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vector textures for polygons?

Started by April 13, 2001 07:41 AM
2 comments, last by sEntiEnt 23 years, 10 months ago
Sounds like a good idea to me, there are open source implementations out there and it would be interesting to see if someone could implement it in a 3d engine... you could use software code to convert the vector textures to standard textures in realtime couldn''t you or would that be too much overhead? I have no idea myself but I see this as the main problem games have now, however large the textures you use are.. They will always be too small, athough I know you can use multiple textures for different zoom distances this seems like a lame solution, unless of course the overhead factor forces 3d engine coders to use this. Any ideas? Am I talking pure rubbish or not? thanks... perception -> Consciousness -> life
hmm... don''t let my post die >_<



perception -> Consciousness -> life
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Sounds like a good idea to me, but judging from the speed Illustrator renders, I''d say it''s a bit processor-hungry. You could probably do it if you only used straight vectors (no curves) and wrote a texture mapper that could fill polygnos with as many sides as you want (so you don''t have to draw a million tiny triangles for a semi-smooth curve), and then draw greyscale alpha-blended triangles over that for shading, which you could do with hardware to (maybe) get a reasonable speed out of it.



-Deku-chan

DK Art (my site, which has little programming-related stuff on it, but you should go anyway^_^)
Well take something like flash, people think thats realy slow but its not. The default frame rate set is something stupid like 12.. but you can set it to 60fps or higher and it works a treat ... I dunno



perception -> Consciousness -> life

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