Re: Allocation of 2D space

Nicholas Francis <[email protected]>
Newsgroups gmane.games.devel.algorithms
Message-ID <[email protected]>
I'm looking at a related problem I've been banging my head against for  
a while, so seeing this, I figured I'd see if anyone here has some  
pointers.

I need a function to partition out a bunch of rects inside a fixed- 
size texture.It's basically for doing some deferred particle effects /  
billboards.

Now the thing is: The source areas can be too large to fit inside my  
fixed-size buffer. I'd like to have an upper bound on the total size  
usage - so if we have a lot of particle effects, I'd like them to  
share the preallocated buffer - so we lose some res in the offscreen  
stuff making the final rendering more blurry. Ideally, I'd like to  
have a notion of importance so I can lose more texture resolution for  
e.g. a faraway cloud, while only losing a bit for a nearby explosion.

This need to be evaluated on a per-frame basis as well, just to make  
the problem a bit more annoying. However, there won't be hundreds of  
these going on at the same time.

Any ideas?

Nicholas

On 13/08/2009, at 23.24, Jim Scott wrote:

> I can also vouch for this guy.  :)  Since using it for lightmaps there
> I've also used it for more general texture atlases and for runtime  
> font
> glyph packing in Guild Wars.  It's definitely fast enough for runtime
> use.
>
> -----Original Message-----
> From: Ivan-Assen Ivanov [mailto:[email protected]]
> Sent: Tuesday, August 11, 2009 3:01 PM
> To: Game Development Algorithms
> Subject: Re: [Algorithms] Allocation of 2D space
>
>> Try this: http://www.blackpawn.com/texts/lightmaps/default.html
>
> +1
>
> We use this to build a UI cache texture at runtime; packs reasonably
> well and is very fast.
>
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