[sldev] Plausibility of 16-bit sculpts?

Dahlia Trimble dahliatrimble at gmail.com
Tue Dec 23 13:37:17 PST 2008


Wouldn't 16 bit textures be converted to the same floating point vertex data
as the current 8 bit ones? I'm having a difficult time trying to understand
why additional precision of the source texture would reduce frame rates. It
seems all it would do is enable the artist to specify vertex position with a
higher level of precision, it would not add more vertices or require a
higher precision floating point number in the resulting sculpt mesh.
Now it probably would slow down downloads of the textures somewhat.

On Tue, Dec 23, 2008 at 12:25 PM, Glen <gcanaday at gmail.com> wrote:

> Ouch. Best I can say. 6fps is bad bad bad. Sculpts help to break my viewer
> and bring it to its knees, 16-bit sculpts will hurt it even worse. Wait
> until the worst performance is around 15-20 fps on the worst hardware *then*
> consider it.
>
> --GC
>
> intertricity at gmail.com wrote:
>
>> Hey guys, so I've been thinking more and more about how nice it would be
>> to not have wrinkling when I space two verts too close together. 1024
>> positions of precision is sounding -really- nice about now :) I was
>> wondering if anyone has also been thinking about a 16-bit or higher
>> implementation, and how to go about it?
>>
>> I'm not a coder, but as far as I know, JPEG2000 supports 16-bit depth, and
>> as far as traffic concerns go, for a while, sculptors were using 128x128 and
>> 256x256 image sizes- a 16-bit 64x64 shouldn't pose any difference in that
>> perspective.
>>
>> Thoughts? Input? Ideas? Enlightenment? :)
>>
>>
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