3D textures are just a simple to use as 1D and 2D textures. The only problem is that it is incredibly slow, because most of hardwares don''t implement it.
You''re not gonna use them for real-time rendering, unless you know the end user will use a specific hardware.
well, huh. On GeForce2, they are NOT implemented in hardware. (they are implemented in software though, thus very slow). On GF3/8500 I simply don't know. I've read somewhere that GF3 do 3D textures, though. If you don't know what the end-user will use, prepare yourself for a big framerate problem. (Really big).
Edited by - vincoof on February 12, 2002 9:46:18 AM
pity they are so slow ... i''m trying to introduce clouds in my flight sim, and i tought about 3d textures since using particle system probably is even slower ... from what i heard i''m afraid there is no solution. I must say i searched the web for volumetric fog and lately found nothing that really works.
Unless the end-user uses a GF3 or later, I''m afraid you won''t be able to provide efficient 3D textures.
The only volumetric fog that OpenGL provides uses Fog Coordinates which are easy to understand, but hard to implement in a whole 3D engine.
I''m afraid you gotta use a particle systems where particles are transparent billboards. It''s not that slow. The problem is more on the rendering quality.
I''M currently trying to make a volumetric texture format - well it''s not really a texture it''s more for volumetric images - I would have to write my own poly fillin algo - so that''s not really easy. I''m using this one for things like fog - but It''s still a very early version