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 Post subject: Using PolyVox in Unity3D with Texture Array's
PostPosted: Sun Nov 10, 2013 11:09 pm 

Joined: Tue Mar 08, 2011 3:57 am
Posts: 46
Hi folks,

Wondering if anyone has managed to use PolyVox with Texture Array's instead of Texture Atlas's within Unity3D? The bonus here is that with Texture Arrays (DX10+ and OGL support it) there is no limit (Within reason) to how many textures you can reference in a shader.

I've posted a question HEREon the Unity3D forums as I believe Unity's Texture3D object might be an implementation of Texture Array's, but there is little to no documentation on it.

Thoughts?


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 Post subject: Re: Using PolyVox in Unity3D with Texture Array's
PostPosted: Mon Nov 11, 2013 12:34 pm 
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Joined: Sun May 04, 2008 6:35 pm
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I don't know whether Unity3D supports texture arrays but 3D textures are not quite the same thing. For example, when you mipmap a 3D texture it will shrink it in all three dimensions, and this will cause different slices to blend together. For the Cubiquity smooth terrain we're just using different texture units, but we don't need many anyway.

Also heve a look at this: http://www.volumesoffun.com/polyvox/doc ... f-textures


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 Post subject: Re: Using PolyVox in Unity3D with Texture Array's
PostPosted: Mon Nov 11, 2013 7:27 pm 

Joined: Tue Mar 08, 2011 3:57 am
Posts: 46
Oh nice page of documentation there. It does look like Unity's Texture3D can have MIP mapping disabled in its constructor.
It would be nice to know whether Unity3D really does support Texture Arrays or not. I've left a message with their support team to answer in full, as I've not been able to get a straight answer online.


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