[sldev] Plausibility of 16-bit sculpts?
Glen
gcanaday at gmail.com
Wed Dec 24 09:58:36 PST 2008
I was thinking higher resolution. It's been a crazy week ;P
--GC
Dahlia Trimble wrote:
> 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
> <mailto: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 <mailto: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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