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rendering training
#64
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jeromeetienne
opened
12 years ago
jeromeetienne
commented
12 years ago
transparency
blending
blending srcA, oneMinusSrcA
color and alpha
first render, opaque object
second render transaparent face
back to front
depth buffer read only
so sorted every rendering
http://www.opengl.org/wiki/Transparency_Sorting
jeromeetienne
commented
12 years ago
mipmap
suppose you got a big texture that is displayed small on screen
so the filtering is taking only a very limited of pixel
so it is quite possible that from one frame to another, all the pixels read in the texture are fully differents
as a consequences, there is a flickering
mipmap is made to fix this issue
jeromeetienne
commented
12 years ago
margin in atlas
put 1 pixel top/bottom/left/right on EACH tile
fill this border with bleeding
so a original tile of 512x512 will be 510x510 usefull
uv must be expressed in those 510x510
if mipmap... in theory, the margin has to be double at each mipmap level
gasp... not doable in practice
jeromeetienne
commented
12 years ago
storage for him
simple binary format
stored in webgl buffer format
no parsing time
jeromeetienne
commented
12 years ago
prototype of paging to load the world
big block, more district like, than small 1m3 one
load all block in background
store in cache possible
local storage, appcache, google apps cache
no need for actual data
so easy to experiment
jeromeetienne
commented
12 years ago
ligthing
he advices more lightmaps than global illumination
ok if model + light === static
http://en.wikipedia.org/wiki/Image-based_lighting
http://ict.usc.edu/pubs/Image-Based%20Lighting.pdf
http://www.pauldebevec.com/IBL2003/
analysis
better than global illumination
more textures
but artists driven
jeromeetienne
commented
12 years ago
some links
cube map generation
http://code.google.com/p/cubemapgen/
mipmap
http://www.arcsynthesis.org/gltut/Texturing/Tut15%20Needs%20More%20Pictures.html
transparency