KlayGE的Virtual Texturing技术定名

KlayGE 3.11将支持Virtual Texturing技术。该技术正式定名为Juda Texture,用中文的“巨大”拼音,就当作给英文贡献一个单词了。

目前Juda Texture可以支持1Mx1M大小的纹理,换句话说,1T个texel!从磁盘加载到渲染都是自动的,原先使用texture的代码只要做简单修改就 可以切换到Juda Texture。新版本中包含Juda Texture的打包工具和查看工具,可以方便地把很多纹理打包到一个Juda Texture中,以及查看一个Juda Texture的内容。

 

更多游戏引擎、图形编程、业界资讯,请见 http://www.klayge.org
 

 

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This book is designed to help you create applications and content that make the best use of Unity on mobile platforms, especially those with Mali GPUs. Chapter 1 Introduction This chapter introduces the Arm Guide for Unity Developers Optimizing Mobile Gaming Graphics. Chapter 2 Optimizing applications This chapter describes how to optimize applications in Unity. Chapter 3 Profiling your application This chapter describes profiling your application. Chapter 4 Optimization lists This chapter lists a number of optimizations for your Unity application. Chapter 5 Real time 3D art best practices: Geometry This chapter highlights some key geometry optimizations for 3D assets. Geometry optimizations can make a game both more efficient, and achieve the overall goal of getting your game to perform better on mobile platforms. Chapter 6 Real time 3D art best practices: Texturing This chapter covers several texture optimizations that can help your games to run more smoothly and look better. Chapter 7 Real time 3D art best practices: Materials and shaders This chapter covers multiple different material and shader optimizations that can help your games to run more efficiently and look better. Chapter 8 Advanced graphics techniques This chapter lists a number of advanced graphics techniques that you can use. Chapter 9 Virtual Reality This chapter describes the process of adapting an application or game to run on virtual reality hardware, and some differences in the implementation of reflections in virtual reality. Chapter 10 Advanced VR graphics techniques This chapter describes various techniques that you can use to improve the graphical performance of your Virtual Reality application. Chapter 11 Vulkan This chapter describes Vulkan and how you enable it. Chapter 12 Arm Mobile Studio This chapter describes the Graphics Analyzer and the Streamline tool.

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