Ether_Snake
Newcomer
Hello
I'm an artist and not a coder, and usually every time I think of something clever some programmers have already beaten me to it anyway
But how about this? I know back in the PS1 days (and probably still today) a lot of grayscale textures were used, which were then colored either per-vertex or otherwise.
But would it be possible to load only a certain range or colors from a texture and dynamically load a greater range of the texture's colors as we get closer to it (not like with mipmaps since they add more data in memory)? Basically, load the necessary information needed to get the equivalent of the grayscale image above, + a pres-specified color, then add more and more of the textures' colors as we get closer to it? Or would it be too much data fetching?
Heck, even across a whole image to reduce fillrate issues, maybe based on depth if possible?
Or I'm just being stupid?
/goes back to vertex pushing
I'm an artist and not a coder, and usually every time I think of something clever some programmers have already beaten me to it anyway
But how about this? I know back in the PS1 days (and probably still today) a lot of grayscale textures were used, which were then colored either per-vertex or otherwise.
But would it be possible to load only a certain range or colors from a texture and dynamically load a greater range of the texture's colors as we get closer to it (not like with mipmaps since they add more data in memory)? Basically, load the necessary information needed to get the equivalent of the grayscale image above, + a pres-specified color, then add more and more of the textures' colors as we get closer to it? Or would it be too much data fetching?
Heck, even across a whole image to reduce fillrate issues, maybe based on depth if possible?
Or I'm just being stupid?
/goes back to vertex pushing