Is BC4 good for distance field compression? Analysis follows...
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We switched from BC4 to U8 to be able to render bricks directly. Need the precision for normals but also to keep shared texels identical for neighbouring bricks (we store 8^3 voxel corners to render 7^3 volume).
Yep texels are duplicated on all shared faces. Not sure what you mean about mip maps, bricks form an octree for level of detail, each octree node is 7 texels long, octree node corners line up with texel centres at all levels (so need 8^3 storage for each).
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