A work-in-progress implementation of vector textures via sparse virtual texturing. This allows an SVG to be used as a texture for any mesh at effectively infinite resolution without using much GPU memory.pic.twitter.com/tS57hAuIgz
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I’m increasingly thinking that vector textures could be a really useful way to keep GPU memory usage down in general. Interesting to contrast with texture compression. Compression solves the problem of texture memory usage “head-on”; vectors route around the problem.
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Replying to @pcwalton
Have you seen Android's 9-patch images? I learned about them just last week, feels very similar:https://developer.android.com/studio/write/draw9patch …
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Replying to @TedMielczarek @pcwalton
But in general, looking at the image resources of any modern mobile app is distressing. Multiple resolutions of every image up to ridiculously huge for retina displays. Vector graphics would be so much better!
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Replying to @TedMielczarek
Agreed. Also thinking games and VR apps would benefit.
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Replying to @pcwalton @TedMielczarek
Another approach I saw (used in Lightwave) was procedural textures (like a shader before GPUs (or I) knew what those were).
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Yeah, I was thinking it could be useful for caching the results of procedurally-generated textures.
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