Vector Textures.

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spootonium
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Vector Textures.

by spootonium » Tue Jul 08, 2014 05:04

I know that in theory, SVG texturing is entirely possible within Irrlicht, even advantageous (compared to high-resolution, bitmap textures), but I wondered if it could perheps be technically feasible to implement within Minetest.
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sfan5
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Re: Vector Textures.

by sfan5 » Tue Jul 08, 2014 08:28

I don't think it would make much sense to implement this into Minetest.
If you want vector textures simply render them at the desired resolution.
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emugod
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Re: Vector Textures.

by emugod » Tue Jul 08, 2014 21:57

This would be a good thing to ask one of the active engine developers about. It seems like something that might be a matter of literally just enabling. I couldn't see much use for it, though. Maybe it could be combined with the tessellation (does minetest even use any tessellation?) somehow, for an interesting effect.
 

prestidigitator
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Re: Vector Textures.

by prestidigitator » Wed Jul 09, 2014 18:20

The other possibility would be to have Minetest render each SVG to a pixel map on import. Give a default resolution size with which to render the SVGs (e.g. "svg_size=128,128" in minetest.conf), and provide a texture syntax so that it can be overridden for an individual texture (e.g. "[svg;size=64,64:myPic.svg"). Then no one has to worry about how it affects Irrlicht and OpenGL; all that is needed is a library that can render an SVG in a stand-alone context.

What I like about this is that it allows texture packs to automatically resize themselves to match the user's other textures or desired resolution. Instead of having to publish six different versions per texture pack....
 

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aldobr
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Re: Vector Textures.

by aldobr » Fri Jul 25, 2014 12:28

Another way would be to have the engine use the vector textures to do a kind of realtme mipmaping.

Ok, sorry, i know this would be pretty hard.
 


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