freq said:OK, I'm a little confused here by all sorts of people claiming the next paradigm of 3D graphics will be "texture-less", and how all these things like displacement mapping and stuff will be the next best thing... OK, 2 questions, have you people done any 3D modelling, and if you have, no offence intended(really) but are you on CRACK? Textures ain't going anywhere, at least for the next 10 years or so, and I would suggest many years past that. Textures aren't mutually exclusive with all these other fun methods like displacement mapping...
first, nobody claimed textures and micro-polygon techniques were mutually exclusive. second, i was talking of getting rid of textures in the sense we have them today - as multiple, random-access sampling per pixel per (virtually) each of the components of the lighting equation. the issue i have with that is that bandwidth requirements are getting insane with the increase of realism and advent of more adequate sampling techniques -- too much resources are thrown at satisflying the bandwidth hunger. there are alternatives to that - what Marco mentioned is one viable direction, but FWIW i wouldn't mind even some kind of 'sparse' texture sampling where a traditional lookup is done once per an arbitrary-sane screen/mesh area - i don't see why that would be impossible (even now that i've run out of crack) and what makes us so irreversibly stuck on the present approach (aside from mindset inertia)