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).
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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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In 2D, layout is like this (black: octree node bounds, blue: current node texels, red: top-left child node texels)
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with this layout, you’ll have to lookup and sample octree neighbors in order to do central difference without seams. or do I miss something?
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Yeah smooth normals need neighbour lookups. Can get a faceted normal without though, which is sometimes useful.
That’s what you wound up doing for dreams? accessing the octree on intersection? thats impressive.
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