統一3Dスレat GAMEDEV統一3Dスレ - 暇つぶし2ch■コピペモード□スレを通常表示□オプションモード□このスレッドのURL■項目テキスト414:名前は開発中のものです。 02/02/09 04:43 .net Can I use trianlge strips when using octrees algo? If a strip goes through several nodes and for example only one node is visible should I clip the strip? Or shouldn't I use such a long stip ? 415:名前は開発中のものです。 02/02/09 04:50 .net Dynaminc texture loading suppose to be done by rather dynamic texture management than mipmap. I do NOT think a specialized texture management for mipmap is worthy. 416:名前は開発中のものです。 02/02/09 05:34 .net 3dがんばろー!! 417:名前は開発中のものです。 02/02/09 11:15 .net >>415, I quite agree with you. Although I have no idea what platform >>413 is targetting, I guess that loading and offloading individual mipmap levels would generally be very inefficient and easily cause CPU or GPU to stall. 418:名前は開発中のものです。 02/02/09 12:17 .net I have a question regarding GeForce4 Ti. Does someone have any idea what GL_DOT_PRODUCT_AFFINE_DEPTH_REPLACE_NV does? This new token seems to be defined in GL_NV_texture_shader3 OpenGL extension, which is available only on GeForce4 Ti series. Does it have something to do with "z-correct bump mapping" mentioned in the recent review at Tom's Hardware? http://www.tomshardware.com/graphic/02q1/020206/geforce4-03.html 次ページ最新レス表示レスジャンプ類似スレ一覧スレッドの検索話題のニュースおまかせリストオプションしおりを挟むスレッドに書込スレッドの一覧暇つぶし2ch