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Le 10/08/2016 à 21:58, clipka a écrit :
> Am 10.08.2016 um 20:32 schrieb Jaime Vives Piqueres:
>> El 10/08/16 a las 18:02, clipka escribió:
>>> I'm mainly concerned about unexpected parse errors, crashes, or
>>> differences in output.
>>
>> Seems all is fine: no errors or crashes, and always identical output.
>> I tried a bunch of old scenes of mine, mostly with layered textures,
>> texture maps and some material maps.
>>
>> Just out of curiosity... what was the reason for the refactoring?
>> Performance? Laying bed for future improvements/features?
>
> Something along the lines of the latter. The internal data structures
> for textures are a Crappy Complicated Clusterfuck(TM), which I'm
> currently untangling to get a clear picture of how it even works.
>
If it can help, I modeled that back in 2005.
It is unlikely to have changed, but yes, it could be simplified (if you
considers layering textures as a pattern, and you could also get ride of
the texture at the storage level, the same way material is only a SDL
container)
At that time I even considered a model for interior_texture for
different pigment & finish according to the side, but it seems I missed
a different normal per side.
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