oxplay2
oxplay2
well, it was long time ago, but as i remember it was just about PBR version of "makeAtlasBatch"
As i already investigated, the problem started appear most probably since this commit(change to tank material): https://github.com/jMonkeyEngine/jmonkeyengine/commit/3ab8466075516cc26170adf19a1f59d0cd7b4e32#diff-f5f8cf2b76adfe90b04652ee2fc8d001 Because using SDK 3.2 PBRTest it look different when using 3.3(and i assume...
i understand its all about reading AO from red channel of packed MetallicRoughnessMap. (that is correct with khronos spec i assume) was just curious how GLTF exporter link them, so...
about 1. I might be wrong, but i think we can solve this by blending final result, instead each texture. Ofc this will be much slower due to double/triple/etc light...
> In regards to number 1, I was referring to the code in these methods: You are right, texture read is most consuming for GPU there, and its called multiple...
Im not sure about frame efficiency of classic or steep parallax, tho i know visual quality difference. All i can say i were using classic and steep one before, but...
indeed, im not using triplannar, so seems that is is root of this problem. hard topic.
unreal is right, i mean not every texture should use it, for example i planned grassy terrain be without it, while where are more blank areas to use it. Thats...
> I'm thinking I will make both a TriPlanar and Parallax define, and if both are set true for the same texture, it will probably just disable parallax (until when/if...
@yaRnMcDonuts I spent some time trying to optimize terrain. I noticed another way to optimize Parallax Occlusion. Mean its what described before, but i implemented this. its basically: ``` Parallax_initValues()...