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Project announcement / Re: Virtua Skimmer
« on: May 18, 2018, 09:47:24 pm »https://youtu.be/M00oA1ZEKU0
This may not be conclusive but it was easy to do.
You know what, I'll just try and throw in something that really should break it if it works like we think it does. Give me a minute.
/e: Yep, as you expected, things get culled when they would be otherwised blocked in the models' rest position.
https://i.imgur.com/2JassMX.png?1
I'd guess some way of compressing the normals is important
There is probably a really good reason why the animations in Quake are like they are.
Hopefully we can at least prevent writing redundant textures.
Textures are only stored once in memory using my tool. Plis they are 4 bits per pixel, so you really don't need to be worried as I'm sure you have a ton of VRAM left.
Even with Quake maps and 1000 textures I still have some VRAM left.
For the normals, you could also just use dual_plane for now, but that's not an option for me.
I will try to read more on the subject.
EDIT : Just looked at your video, it still looks quite smooth! If you don't use that many polygons, you can probably just use dual plane quads and keep the current implementation.