@mvandevander But again, it could also just be that I don't really "get it".
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Replying to @JonOlick
@JonOlick@mvandevander I wasn't talking about that, although yeah, RIP would be nice too. This is what I was saying: http://pastebin.com/Sn6uQRfj3 replies 0 retweets 1 like -
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Replying to @JonOlick
@JonOlick@mvandevander It is also to allow very large textured regions, right?1 reply 0 retweets 0 likes -
Replying to @cmuratori
@JonOlick@mvandevander For example, how do you do something like Google Maps properly (not that they do :) without seamless texturing?1 reply 0 retweets 0 likes -
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Replying to @JonOlick
@JonOlick@mvandevander Well, that is a separate issue, right. Sure, maybe someday all GPUs support infinitely large pageable textures.1 reply 0 retweets 0 likes -
Replying to @cmuratori
@JonOlick@mvandevander But currently most don't, and haven't, so it seems pertinent to ask why they didn't do MIP'ing properly?1 reply 0 retweets 0 likes -
Replying to @cmuratori
@JonOlick@mvandevander And also it seems like a strange solution to a problem to _require_ infinitely large textures...1 reply 0 retweets 0 likes
@JonOlick @mvandevander ... when there is a simple solution that allows you to tile textures just fine?
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