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7 registered members (fairtrader, Quad, miwok, Martin_HH, AndrewAMD, alibaba, dpn),
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Key:
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Re: Optimized BumpMap ?
[Re: Michael_Schwarz]
#94060
10/12/06 16:05
10/12/06 16:05
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Joined: Nov 2002
Posts: 2,148 Germany
Dima
Expert
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Expert
Joined: Nov 2002
Posts: 2,148
Germany
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Ne ponel! Shto tebje tochno nado?
Last edited by Dima; 10/12/06 16:05.
I'm not afraid of competition cos I'm know that I'm best
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Re: Optimized BumpMap ?
[Re: PHeMoX]
#94062
10/12/06 16:10
10/12/06 16:10
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Joined: Nov 2002
Posts: 2,148 Germany
Dima
Expert
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Expert
Joined: Nov 2002
Posts: 2,148
Germany
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@PHeMoX: In Russish it makes sense! (like in dutch)
I'm not afraid of competition cos I'm know that I'm best
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Re: Optimized BumpMap ?
[Re: PHeMoX]
#94064
10/12/06 20:52
10/12/06 20:52
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Joined: Aug 2005
Posts: 1,185 Ukraine
Lion_Ts
Serious User
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Serious User
Joined: Aug 2005
Posts: 1,185
Ukraine
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Quote:
think our languages share this hehehe, pretty cool.
we are living on the same planet, man. ontopic: @Required: 1.what kind of optimization are you looking for? (kakuju optimizatsiu konkretno ti ischesh?) 2.what bumpmapping code you're using for now? what wrong with it? (kakoj shader ti ispol'zuesh' sejchas i chto s nim ne tak?)
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Re: Optimized BumpMap ?
[Re: innovater]
#94066
10/13/06 08:15
10/13/06 08:15
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Joined: Oct 2005
Posts: 22 Moscow
Required
OP
Newbie
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OP
Newbie
Joined: Oct 2005
Posts: 22
Moscow
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The CODE optimized BUMPAMP (FPS 50) is necessary to me. On geometry and on models. That accepted also STATICS. light and DUN. light
Last edited by Required; 10/13/06 08:20.
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