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I want to generate some game textures into coloured vertex arrays.

Is there a known algorithm to transform texture/bitmap data into an optimised vertex array. Much like how the Homeworld skyboxes were made.

EDIT: Don't need the dome part, would like todo these flat.

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  • \$\begingroup\$ Thanks for the blog link about homeworld skyboxes! Very interesting technique. Following. \$\endgroup\$ Commented Mar 27, 2015 at 16:28
  • \$\begingroup\$ Does your 3D version need to form a sphere, like in the Homeworld example, or are you looking for a flat rectangular shape, or some other topology? Can you give an example of the textures you'll be using? \$\endgroup\$ Commented Mar 27, 2015 at 16:54
  • \$\begingroup\$ @DMGregory I should have mentioned, currently these will be flat. Although later I might wish to add some depth its not currently planned. \$\endgroup\$ Commented Mar 27, 2015 at 17:35

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I think what I need is a vertex collapse algorithm that is typically used with reducing excess polycount.

http://pomax.nihongoresources.com/downloads/PolygonReduction.pdf

but create a different cost formula.

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