Vector Textures.

Post Reply
User avatar
spootonium
Member
Posts: 94
Joined: Fri May 02, 2014 01:38
Location: Down the mine.

Vector Textures.

by spootonium » Post

I know that in theory, SVG texturing is entirely possible within Irrlicht, even advantageous (compared to high-resolution, bitmap textures), but I wondered if it could perheps be technically feasible to implement within Minetest.
I write code. Sometimes, it even works.

sfan5
Moderator
Posts: 4095
Joined: Wed Aug 24, 2011 09:44
GitHub: sfan5
IRC: sfan5
Location: Germany

Re: Vector Textures.

by sfan5 » Post

I don't think it would make much sense to implement this into Minetest.
If you want vector textures simply render them at the desired resolution.
Mods: Mesecons | WorldEdit | Nuke & Minetest builds for Windows (32-bit & 64-bit)

emugod
Member
Posts: 33
Joined: Tue Aug 13, 2013 19:49

Re: Vector Textures.

by emugod » Post

This would be a good thing to ask one of the active engine developers about. It seems like something that might be a matter of literally just enabling. I couldn't see much use for it, though. Maybe it could be combined with the tessellation (does minetest even use any tessellation?) somehow, for an interesting effect.

prestidigitator
Member
Posts: 647
Joined: Thu Feb 21, 2013 23:54

Re: Vector Textures.

by prestidigitator » Post

The other possibility would be to have Minetest render each SVG to a pixel map on import. Give a default resolution size with which to render the SVGs (e.g. "svg_size=128,128" in minetest.conf), and provide a texture syntax so that it can be overridden for an individual texture (e.g. "[svg;size=64,64:myPic.svg"). Then no one has to worry about how it affects Irrlicht and OpenGL; all that is needed is a library that can render an SVG in a stand-alone context.

What I like about this is that it allows texture packs to automatically resize themselves to match the user's other textures or desired resolution. Instead of having to publish six different versions per texture pack....

User avatar
aldobr
Member
Posts: 316
Joined: Sun Nov 25, 2012 05:46

Re: Vector Textures.

by aldobr » Post

Another way would be to have the engine use the vector textures to do a kind of realtme mipmaping.

Ok, sorry, i know this would be pretty hard.

Post Reply

Who is online

Users browsing this forum: No registered users and 9 guests