[sldev] P2P/Squid Web Textures: Enabling Greater Quality Images - draft 2

Callum Lerwick seg at haxxed.com
Sun Jul 8 16:45:29 PDT 2007


On Sun, 2007-07-08 at 01:14 +0200, Dirk Moerenhout wrote:
> Sort of. By design you can actually do more in a 64x64. In a 64x64 you
> get 2 lines for poles and 31 lines for vertices. In a 32x32 you don't
> get a seperate 33rd line for the pole, your pole is picked from your
> 31st line of vertices.
> 
> Not a huge difference but it's there. Personally I'm not fond of the
> current way poles are done. I'd rather see 32 lines of vertices plus
> poles that are calculated by taking the middle point between vertex 0
> and 16 of top and bottom line.

You know, this isn't actually being used as an OpenGL texture, there's
really no reason a sculpt map has to be power of two dimentioned. Why
not just use a 32x33 map?
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