@cmuratori Why don't you just find UV bounds per mesh, use nearest pow2 scale+integer translate and store in per-mesh constant buf,
Is there any hope of getting a full 32 bits of texcoord addressing someday? Like, mapping uint32 0->FFFFFFFF to 0->1? #VirtualTexturing
-
-
Thanks. Twitter will use this to make your timeline better. UndoUndo
-
-
-
@cmuratori then make the per-vertex UVs [0,1]? There's no actual need to interpolate in full "virtual texture" space. -
@rygorous Because this sort of thing doesn't fit with my MASTER PLAN... - Show replies
New conversation -
-
-
@cmuratori That way interpolated quantities are in sensible range, and inside PS (where addr calc happens), you can just use double already.Thanks. Twitter will use this to make your timeline better. UndoUndo
-
Loading seems to be taking a while.
Twitter may be over capacity or experiencing a momentary hiccup. Try again or visit Twitter Status for more information.