Timeline for How do I efficiently use 16 bit texture coordinates?
Current License: CC BY-SA 3.0
6 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Jul 10, 2018 at 10:01 | vote | accept | TravisG | ||
| Jul 10, 2018 at 10:02 | |||||
| Dec 16, 2013 at 14:11 | comment | added | Raxvan | @ratchet freak i think you are right if i think about this. | |
| Dec 16, 2013 at 14:09 | comment | added | ratchet freak | a multiply by 1024 can be optimize to an integer addition by just playing with the exponent and will leave the mantissa untouched | |
| Dec 16, 2013 at 13:10 | comment | added | Raxvan | @ratchet freak This method can be adapted , but i'm not sure how multiplying with 1024 would work with floating points representation. I used this to save some memory and in my test case the coord was for a 2048 texture and using 1000 gave good results. | |
| Dec 16, 2013 at 13:07 | comment | added | ratchet freak | I'd use 1024.0 as a multiplier if only so rounding errors are minimized | |
| Dec 16, 2013 at 13:05 | history | answered | Raxvan | CC BY-SA 3.0 |