Saturday, 23 August 2008

Texture Atlas technique plus better working Shadow map

Well, jcrpg now has texture atlas technique integrated. It's currently used for the tile system only. It means that a big texture is used for different tile ground types instead of multiple textures. This requires tweaking of the texture coordinates of a given tile before adding it to the batch. The bonus is that I can add different looking tiles to the same GeometryBatch (which has to use the same texture for all its polygons). Needless to say it means really a lot in performance - less meshes, less CPU load, and for the extra effect render passes it means less spatials to process. Big step ahead! (Probably I'll try to add it to foliages as well, mostly to grass effect.)

Also some tinkering around with the shadow map resulted in a nice screenshot. Beware - only nvidia cards have the smoothing effect by default, ati cards won't do this only if a shader is added...which I don't know when will be done because I'm noob at such things (as well). :) Also it is not perfectly integrated yet, it needs some more work and experimenting with it (when to add occluders, spatials to render pass etc.)...

4 comments:

qubodup said...

Uuuuuh! I'll have to give that a try right now!

pzi said...

i wouldn't dare it with your classic machine :) even with 6200go it has hard times to render shadows :)

pzi said...

i've added a 8800GTS screenshot, its killing it on highest detail you see :P bloom/shadows/full water reflection/splatting.

pzi said...

well, the water render pass is the killer mostly---i'll have to look at it a bit more later optimizing what objects to add to it and what not...

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