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# Procedural textures
## the idea
We need a way to produce textures procedurally.
These texture can be generated on the CPU or the
GPU with a shader and the proper rendering target,
and then sent back to main memory.
## What textures?
The procedure can be use to pre-calc env maps
and lighting maps, or textures (fractals, fonts, etc.)
## how
This could be integrated in the asset system as
a special "compression" case (instead of "NONE", you
have "PROC(the_function_name_to_call)" as compression
type).
## code
let's have a proper 'src/procedural' sub-directory
with all the code related to procedural textures.
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