It's kind of weird to me that GPUs don't have planar textures now, I guess... maybe it shouldn't be weird to me, but it is?
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Replying to @cmuratori
@cmuratori Like, everything (at least in OpenGL) still requires going through an interleaving path, AFAICT, but I don't really get why.1 reply 0 retweets 0 likes -
Replying to @cmuratori
@cmuratori Wouldn't it be more efficient to always be planar? Or are tex units totally on the interleaved path, and there's no going back?1 reply 0 retweets 0 likes -
Replying to @cmuratori
@cmuratori Because GPU cores now always operate "planar" now, don't they? Ie., SIMD lanes are 16 or 32 wide R-R-R... etc., not R-G-B-A...3 replies 0 retweets 0 likes -
Replying to @cmuratori
@cmuratori planar like bit planes on Amiga? You're arguing it would be faster to upload the texture because it doesn't need to be converted?1 reply 0 retweets 0 likes -
Replying to @sqaxomonophonen
@sqaxomonophonen Well, not knowing any better, I would think it would be better for _everything_.1 reply 0 retweets 0 likes -
Replying to @cmuratori
@sqaxomonophonen First off, there would be no more "supported texture format" nonsense. You'd just say how many planes w/ how many bits.1 reply 0 retweets 0 likes -
Replying to @cmuratori
@sqaxomonophonen I guess the problem is it's too hard to make, say, an A2 plane or something? Or a R5 plane, more specifically?1 reply 0 retweets 0 likes -
Replying to @cmuratori
@sqaxomonophonen Like if I had to guess I'd say it was because they need to support RGB565 or things like this, and it's too hard planar?1 reply 0 retweets 0 likes -
Replying to @cmuratori
@cmuratori doesn't sound much harder... I only know OpenGL, do other APIs support planar textures?1 reply 0 retweets 0 likes
@sqaxomonophonen It's a GPU thing, not an OpenGL thing. I only mentioned OpenGL because I wasn't sure if maybe I was missing something.
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