OGRE 3D implementation

Alex Trujillo's picture

I don't know what would be required to implement this within OGRE 3D, but say, you wanted to integrate this procedural texturing technology into something like Yake (http://www.yake.org/), then what would be required to implement the following things?

* Dynamic LoD that reproduces an image at a higher resolution when the player is at a closer distance to view that texture, and textures further away are rendered at a lower resolution, to save graphics memory-- requiring very little pull from the HDD

* Textures sized for the UV maps, or masked with alpha in the parts that aren't necessary to be rendered to save even more graphics memory

* Dynamic textures that can have certain values changed through the program itself, so if a surface is damaged, the texture is recalculated with, say, a different seed-- or in the case of a cloud texture, a certain Cloud render have a different Amp value, etc. This way, a single texture file could be used for many different objects.

* Perhaps we could work with the folks at openFrag (http://revolutionary.openfrag.org/wiki/OpenFrag) to integrate the FxGen editor into their Anvil editor (currently under development but making progress) so as to map these procedural textures onto 3D objects in real-time? Their FPS engine is also under heavy development, and could possibly be amenable to modification to use the FxGen procedural texture library.

Don't know much about

Don't know much about Ogre3D... Been involved some in Crystal Space 3D though. There's been people there saying they're interested in a FxGen loader, and it should be pretty easy to implement. The special techniques you asked about depends a lot on FxGen as well though. Sizes and parameter tweaking is (as far as I know) not very evolved this far. For example, the API for rendering a texture only has one variable parameter; time. To be able to do different variations, maybe all FX channels should be settable from code, or something like that.

Alex Trujillo's picture

Texture Scripting

Crystal Space-- Ewww :-P
I see-- so only animations can be changed inside the program, nothing else.
This is pretty important that FxGen textures can be scripted in every possible way inside of the program! Adding bullet holes to a procedural texture would be awesome, don't you think? Then you could save it and they'd always be there.

The dynamic lod you speak of

The dynamic lod you speak of should be done by the 3D engine, not the generator, it's called mip-mapping and is usually very fast on hardware to calculate thus shouldn't be something that fxgen should concern itself about automatically doing this in my opinion.

Most of the things you mention seem rather impractical given the speed at which a texture is calculated and the respective state-change that would occur in order to replace it would be worse for performance that other techniques to achieve the same effect.

I would be looking at things that can be changed at load time in order to provide less uniformity in the textures rather than things that change at runtime and cause a recalculation of the texture.

~|'~:~'|~

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