This time it was a little bit harder. As you can see in this video, my engine can generate in real time very complex textures with the maximum detail at the maximum speed possible.
Each texture is generated in real time at the frame rate showed on the top-left corner of the window (the "generation" label).
- Lumps (512x512, 200 objs, 16 bpp, 345 FPS)
- Blobs (512x512, 16 bpp, 107 FPS)
- Perlin noise (512x512, 8 octaves, 16 bpp, 115 FPS)
Also, the normal map and the bump mapping are calculated in real time. I used 16 bit per pixel to have more precision when I get the normal map (for more informations check my High Static Range video). Precision and speed of this engine are awesome. The final result can loop in all horizontal and vertical directions.
CPU: Intel 2 QuadCore 2333 Mhz; RAM: 4 GB DDRII 800Mhz
©2009 Gianpaolo Ingegneri