[Bf-committers] Interest in GSoC 2010 topics: 1. "Integrate PTex texture mapping library" 2. "Unit tests"

Tom M letterrip at gmail.com
Mon Mar 29 20:36:00 CEST 2010

Konrad your proposal sounds good but as you note you will need a bit
more details on schedule.

Something to consider if it isn't in the library already is dynamic
loading and unloading of level of detail textures.  That is, say the
total texture resolution of the model would consume ungodly amounts of
ram, drastically more than your computer is capable of.  So instead of
keeping all of the texture in memory at once, when a face is far away
from the brush, the texture is unloaded from ram, and a low res proxy
is put in its place - and/or for areas that the brush is far away
from, the view render of the texture is kept and the real part of the
texture is offloaded, and the texture changes are kept in view space
until they are reprojected onto the mesh (which can be done threaded
in parallel or such).  So you could have ridiculously sized textures,
bigger than your computer would normally every be able to handle, and
handle them in real time with ease.


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