Kazumara,

You propose an interesting approach. I just wonder how the individual streaks of different rust interact with typical graphics pipelines. You can certainly ship a generator, but then for rasterizing the image the texture still has to be generated and shipped off to GPU memory to be used in shaders, won’t you blow through VRAM limits or shader cache limits by having no texture reuse anywhere?

  • All
  • Subscribed
  • Moderated
  • Favorites
  • games@sh.itjust.works
  • fightinggames
  • All magazines