Thought this was an interesting announcement. What does everyone think about it? Could it be useful with Ogre?
http://www.blendernation.com/disneys-pt ... en-source/
Disney Open Sources Ptex
- masterfalcon
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Re: Disney Open Sources Ptex
Wow - really sounds great!
No UVs - aside from rigging, UV mapping is by far the hardest skill to learn.
Just give it a texture per polygon - awesome.
Wonder how hard it would be to use this in Ogre.
No UVs - aside from rigging, UV mapping is by far the hardest skill to learn.
Just give it a texture per polygon - awesome.
Wonder how hard it would be to use this in Ogre.
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- masterfalcon
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Re: Disney Open Sources Ptex
That's what I was wondering too. Their site says 
Plus, I got it to compile on OS X right out of the box. I'll actually look at the API tonight.
. I know of a rendererThe Ptex API provides cached file I/O and high-quality filtering - everything that is needed to easily add Ptex support to a production-quality renderer or texture authoring application.
Plus, I got it to compile on OS X right out of the box. I'll actually look at the API tonight.
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Re: Disney Open Sources Ptex
Hmm, interesting. This looks pretty similar to a technique I thought up a while ago for light mapping. It had per face texturing with no uv unwrapping and automatic atlas generation with different texel resolutions. I didn't work on it though because I needed the shader model 4 primitive id variable and a geometry shader, and Ogre didn't support them at the time. Plus render monkey still doesn't support geometry shaders, which makes experimenting painful.
Although Ptex's "seamless anisotropic filtering of multi-resolution textures across surfaces of arbitrary topology" is way more advanced than I was going to do.
Looking through the api docs, this is really intended for software rendering. It seems you need to call Ptex::getPixel() for every pixel of every face you want to render. Looks pretty easy to add to a software raytracer or scanline renderer, but not to something like ogre.
But I could be wrong (the docs are pretty limited).
Although Ptex's "seamless anisotropic filtering of multi-resolution textures across surfaces of arbitrary topology" is way more advanced than I was going to do.
Looking through the api docs, this is really intended for software rendering. It seems you need to call Ptex::getPixel() for every pixel of every face you want to render. Looks pretty easy to add to a software raytracer or scanline renderer, but not to something like ogre.
But I could be wrong (the docs are pretty limited).