Anonymous
9/1/2024, 2:13:53 PM
No.993922
>>993919
Look, you dense triple nigger: I don't give a shit about *your* software.
I'm just a lurking codefag who saw someone say something very retarded about what is or isn't common place in gamedev.
You can be ass-blasted about it as much as you want, it won't change reality.
Whether software on the artfags' side can or can't do it is completely irrelevant to game engines being able to do it.
Putting shit in channels not intend for it to reduce the amount of transfer between CPU & GPU and/or to allow shaders access data that aren't part of the expected package has been part of gamedev since the early 3D era. iirc Spyro skyboxes stored their color vertex data in the UV channels to save on size, for an old-timey example.
Look, you dense triple nigger: I don't give a shit about *your* software.
I'm just a lurking codefag who saw someone say something very retarded about what is or isn't common place in gamedev.
You can be ass-blasted about it as much as you want, it won't change reality.
Whether software on the artfags' side can or can't do it is completely irrelevant to game engines being able to do it.
Putting shit in channels not intend for it to reduce the amount of transfer between CPU & GPU and/or to allow shaders access data that aren't part of the expected package has been part of gamedev since the early 3D era. iirc Spyro skyboxes stored their color vertex data in the UV channels to save on size, for an old-timey example.