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TECHNICAL DISCUSSION |
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Comparison
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expected call frequency |
occasional |
every frame |
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typial Application Scenario |
Terrain generation, collision access |
Dynamic generated objects, e.g. Audio Generated Landscape, Video |
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Underlying Geometry |
Plane, uniform grid |
Plane,Sphere, or other, uniformity is not a prerequisite |
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Vertex count relies on |
Texture size |
pre-build 3D specimen |
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Size limits |
2 squared, tested with resolution up to 2048 x 2048 |
tested with XXXXXXXX |
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Persistence |
yes, 3D ObjectData can be saved and copied |
no |
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Collision detection |
yes |
no |
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Additional features |
RGB channel weight processing |
Variant: Normal Map |
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Floating point texture support (HDR) |
yes |
yes |
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Float Textures, HDR
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The following example allows to compare LDR with HDR textures. The texture used for height mapping is either HDR or a drived LDR version. The terrain is visualized with the LDR version.
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Compound Terrain
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Grid Resolution
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Wireframe 64 x 64 |
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Wireframe 256 x 256 |
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Wireframe with 773 x 773 vertices |
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Zugriffe heute: 1 - gesamt: 574.
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Texture
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