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OP article says >"Instead of drawing 1000 glyphs into 1000 tiny textures, we’ll just allocate one huge texture and subdivide it into a grid of 1000 glyph cells
by CodeArtisan 4y ago
OP article says
>"Instead of drawing 1000 glyphs into 1000 tiny textures, we’ll just allocate one huge texture and subdivide it into a grid of 1000 glyph cells."
that's the same as John Carmack's MegaTexture. First game to use it was Enemy Territory: Quake Wars (2007).
Him talking about the concept back in 2006:
https://web.archive.org/web/20060901185133/http://www.gamerwithin.com/?view=article&article=1319&p=1 https://web.archive.org/web/20060901185133/http://www.gamerw...
Rage originally used 1TB of texture that had to be reduced to 20GB for the release version:
https://www.pcgamer.com/remembering-rage-a-flawed-but-technical-marvel/ https://www.pcgamer.com/remembering-rage-a-flawed-but-techni...
- native_samples 4y agoHuh? No way was that the first game to implement it. I remember implementing exactly that approach in a simple open source video game in the mid 90s. It was the only practical way to do it with OpenGL1 because textures had to be powers of two in size and you couldn't have all that many of them. I was a very junior/teenage programmer at the time so ended up laying out the glyphs by hand using Paint Shop Pro and then slicing them using glScissor, which was a bad idea because scissoring turned out to be very slow and unoptimized. But it worked. We got text in the 3D engine. I don't really remember where I got that approach from but very unlikely I came up with it. Most likely it was from GL tutorials.