XaVinci
03-12-2003, 06:20 PM
Hi all,
I m writing a volume renderer for GeForce3 and above card and have these experiences.
1) Store gradients in a 3D texture for binding to texunit 1.
2) Store intensity in a 3D texture for binding to texunit 0
3) For each polygon, specify multi-texture coord from texunit 0 and 1.
4) register combiners to calculate shading etc.
I realized that doing the above slows down rendering by half compared to if I store both gradients and intensity together in one 3D texture and not use multitexture.
Is this normal?
Is multitexturing done at a cost?
Or is it that an extra trilinear-interpolation is done when gradients are in a separate texture?
Thanks
XaVinci
I m writing a volume renderer for GeForce3 and above card and have these experiences.
1) Store gradients in a 3D texture for binding to texunit 1.
2) Store intensity in a 3D texture for binding to texunit 0
3) For each polygon, specify multi-texture coord from texunit 0 and 1.
4) register combiners to calculate shading etc.
I realized that doing the above slows down rendering by half compared to if I store both gradients and intensity together in one 3D texture and not use multitexture.
Is this normal?
Is multitexturing done at a cost?
Or is it that an extra trilinear-interpolation is done when gradients are in a separate texture?
Thanks
XaVinci