lisacvuk wrote:You'd probably only save memory, I think. Performance probably wouldn't be really improved, at least not noticeably. I'm not expert (or even over the basics level) in this field, so feel free to correct me, if I'm wrong (or actually not wrong).
ABJ wrote:Yeah.
I was thinking that now we have to deal with four values (RGBA) but then we'd need only one?
Ferk wrote:This makes no difference in current hardware. Even if you use some sort of grayscale in your textures, at some point it'd end up translated into some internal representation that separates it in color channels that mix to give whatever shade of gray (that's how the screens work anyway).
I doubt you'd even save memory unless you use some archaic format to store the image data in memory. And even then it won't make it any faster.. perhaps slower depending how awkward the format is to deal with.
If you want faster image loading better just don't use any sort of image compression (unless you have a slow hard disk). The image will be larger on disk but it will load faster on memory. But even then you probably won't notice much of a difference anyway.
ABJ wrote:OK.
In any case, we can just have one texture and set how dark it is (eg; pinewood, wood, junglewood, acaciawood, etc) with the same texture and a little coding.
col = vec4((col.b+col.g+col.b)/3.0,(col.b+col.g+col.b)/3.0,(col.b+col.g+col.b)/3.0, col.a);
ABJ wrote:Thanks and where is it?
ABJ wrote:BTW what about the sky though.
Hi, my username is azekill_DIABLO and i'm an exelent bug-maker(yeah...i know...i have a bad reputation)
ABJ wrote:BTW where to paste anyway?
cd2 wrote:(for me its line 212)
cd2 wrote:ABJ wrote:Thanks and where is it?
client/shaders/node_shader
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