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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).
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So you used 8x8x8 tiles in volume texture, each representing 7x7x7 area (with single side borders)? How do you mipmap this? This is a now pow2 tile size. 9x9x9 tiles that represent 8x8x8 regions align perfectly to upper/lower mip level tiles.
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Oh yes... if the leaf node represents a 7x7x7 region, then the parent of course represents 14x14x14 region (at half res) and the grandparent represents 28x28x28 region (at quarter res). Thus all nodes are 7x7x7 at 1 voxel border. This is better for GPU cache lines than 8x8x8+1.
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