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"Normals without Normals"

4 Comments -

1 – 4 of 4
Anonymous Anonymous said...

Nice trick, pity it doesn't look useful (does much more computation to save 12 or 4 bytes per vtx).
Still, points nicely to the whole ddx/ddy spectrum of tricks :D.

Early-Z/Hi-Z ... don't all current-gen games since 3 years ago use it ?!!

October 16, 2008 at 8:52 AM

Blogger DEADC0DE said...

The "trick" with Hi-Z was related to the render-to-texture computation, and I've seen many games not to use that kind of optimization (see the ATI paper I cited).

The usefulness of that is limited, but it's not related to saving a few bytes per vertex, it's for when you don't have vertex normals at all (i.e. for procedurally generated mesh, for example, a cloth simulation).

October 16, 2008 at 10:21 AM

Anonymous Anonymous said...

But if the mesh is procedurally generated, there seems to be a problem with having a reasonable UV mapping. Any suggestions on how to handle that?

October 29, 2008 at 6:14 AM

Blogger DEADC0DE said...

There are situations where you do have UVs, i said "cloth" for a reason...

October 29, 2008 at 9:42 PM

You can use some HTML tags, such as <b>, <i>, <a>

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