[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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