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By Yno
on 2012-04-18 07:34
Optimizing GPU memory consumption
Hi,
A few weeks ago I decided to compute how much GPU memory the terrain was using. It turned out to be a pretty huge amount. I tried to deal with this issue for the past 4 days, here is what I've come to.
First things first, let's compute how much memory the terrain was using. I'm using geometry shaders to generate, well, terrain's geometry: vertice… read more
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- VOTerrain: diffuse texture
- Replaced 'template' names with 'temp'
- Fixed VOTerrain regions positionning and scaling
- VTerrain TODO
- Slight doc update for texture module
- BoxGeom API update
- Texture 2D array loading
- Construction of a 3D texdata from several 2D texdata
- BoxGeometry: fixed scaling
- Added normals to box geometry
- Fixed CW/CCW triangle vertices in box geometry
- Fixed CW/CCW triangle indices in box geometry
- Added SCE_Vector3_Abs{Min,Max}() functions
- Added SCE_Vector3_IsZero() function
- Added SCE_Rectangle3_Addl() function
- SCE_{Encode,Decode}_Float() made public
- VOTerrain: some refactoring, also fixed GetRectangle()
- Fixed SCE_VOTerrain_Anchors(): no longer segfaults when materials = NULL
- Added SCE_VOTerrain_Get{Width,Height,Depth}() functions
- Fixed SCE_VOTerrain_SetVoxelWorld(): no longer calls SetPosition()
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