"The wise are instructed by reason, average minds by experience, the stupid by necessity and the brute by instinct."
- Marcus Tullius Cicero
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3Dc texture compression demo
Sunday, June 27, 2004 | Permalink

It took a bit longer than I had originally planned, but now the 3Dc demo I promised is finally here. Haven't had much time to dedicate to this project, and unfortunately I had to do some changes to my framework to get things up and running the way I wanted it. I rewrote my whole DXT decompression code and added 3Dc decompression to it. I also had to write that 3DcGenerator tool (which I btw now have updated to include some more advanced normal map generation code) to get my 3Dc textures. With that done however, getting 3Dc into future applications will be a quick and easy task.

Anyway, this demo mainly shows off 3Dc texture compression and how to use it, but also illustrates how to use detail normal mapping. Plus a bunch of other stuff like offset mapping, cubic shadow mapping etc., but I've done that before.

Anyway, enjoy.



Enter the code below

Sunday, July 11, 2004

I just tried it again with Catalyst 4.7, and it behaves the same (a little lower framerate when using both compressed base maps and bump maps than when using only compressed base maps).

I actually got slightly higher framerate with 4.7 than with 4.6 in this demo (all hardware, settings, number of processes etc are pretty much the same). It's only 3-4 fps higher, but still nice

Thursday, August 26, 2004

In your demo I see bad precision in shadows.
I have a similar problem, then use shadow buffer, and can't solve this problem.
Problem is disappear then I use ObjectID buffers.

Sorry my bad engligh

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