POV-Ray : Newsgroups : povray.unofficial.patches : texturing ideas : Re: texturing ideas Server Time
4 Nov 2024 18:25:24 EST (-0500)
  Re: texturing ideas  
From: Simon Adameit
Date: 7 Dec 2003 09:32:00
Message: <3fd339e0@news.povray.org>
Warp wrote:
> Simon Adameit <gom### [at] gmxnet> wrote:
> 
>>What do you think of this idea?
> 
> 
>   Can you suggest an implementation which doesn't consume tons of memory
> and is as fast to render as the current when those extra features are not
> used?
Unfortunately I do not know the current implementation.

>   Each extra feature you add to a texture will increase the amount of
> memory taken by that texture, even if the feature is not used (because
> the code needs to somehow be prepared to support that feature if it is
> used) and extra checks need to be implemented to see if the extra
> features are used or not.
>   It isn't heavy to have a possible map for a texture, pigment and
> normal, but if you are going to add support for a map go each and every
> feature inside them...

But often this is exactly what one wants.. Having for example the 
reflection and irid vary with a different pattern seems to be impossible 
with the current texturing system. Even giving color and transparence a 
different pattern is diffecult although we have pigment maps.

I can see that beeing able to combine all the different components is 
not needed often and could be done by implementing new patterns like 
average for texture maps ,i.e. add, multiply, ...(if this is possible)

>   I'm not saying it wouldn't be possible to do it without noticeable
> speed/memory penalty, I'm just thinking out loud as a coder. Implementation
> details always need to be considered when suggesting new features.

I hope I have not created the impression of suggesting to implement this 
in some future megapov. It was just an idea I wanted feedback about.

>   And would there be some advantage over texture maps?
> 
I am not sure about this anymore ;)


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