Texture Atlas for more optimized instancing#293
Open
kirides wants to merge 42 commits into
Open
Conversation
fecf40a to
a47d53d
Compare
0774526 to
4ff50f7
Compare
50432c5 to
80a4c70
Compare
80a4c70 to
b861b15
Compare
…rm. profiled some more reduced CPU overhead, implement Hi-Z Culling for indirect VOB drawing
…4 and adding dithering, ensure clamping behavior for Godray zoom
…oding, do "sky" tests usind depth copy
…certain vobs, like the doors in irdorath or some things in pirates camp.
… way too expensive
…t all possible textures
…ing API overhead.
b861b15 to
0320d94
Compare
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.This suggestion is invalid because no changes were made to the code.Suggestions cannot be applied while the pull request is closed.Suggestions cannot be applied while viewing a subset of changes.Only one suggestion per line can be applied in a batch.Add this suggestion to a batch that can be applied as a single commit.Applying suggestions on deleted lines is not supported.You must change the existing code in this line in order to create a valid suggestion.Outdated suggestions cannot be applied.This suggestion has been applied or marked resolved.Suggestions cannot be applied from pending reviews.Suggestions cannot be applied on multi-line comments.Suggestions cannot be applied while the pull request is queued to merge.Suggestion cannot be applied right now. Please check back later.
implements a Texture atlas approach for World mesh and static VOBs
On Top of Atlas support:
prepare some abstractions to ease migration to dx12 at some point in the future.
started to reduce the weight of D3D11GraphicsEngine by moving some parts of specific renderpasses into separate classes.
increase normalmap precision while keeping them 32bpp using octahedral encoding.
many more things, will update this PR description shortly.