Article: Doom (2016) Graphics Study

No, it’s made to integrate perfectly with opengl, you can also access to its memory, you just need to lock and release it before and after the cl kernel execution.

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In megatexturing you are never uploading whole textures, but just the parts you are actually using. It allows to use textures where the total size if far larger then your gpu memory can hold.

Constantly uploading/overwriting used/unused parts and trough that keeping the memory used constant.

Unlike the pretty straightforward shadowing process the use, i completely fail to understand how it is even done. Starting from the tex coordinates over to the gpu knows what pieces it needs totally unclear for me.

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Soooo… Like google maps essentially?