It does reduce required memory bandwidth quite a bit though, and as far as I have seen SM3 already has static grid size for each LOD of each quad.jK wrote:To make this work you would need a static grid size -> more polygons + more vertex data -> you would just shift the load to the vertex shader ...Argh wrote:Oh, so basically rebuild the vertex at runtime, store that in multitexcoords? That makes sense, and it would speed stuff up a lot.What should be done is storing blending data in the vertex instead of in texture map
(N blendmap lookups per fragment -> N blendmap lookups per vertex; so when each triangle is, say, 8 pixels, bandwidth [for blendmap lookups] is already reduced by 8/3.)
EDIT: Hmm on the other hand required bandwidth for 6 blendmaps is approximately same as required bandwidth for a single layer (diffuse + normal map), so this probably wouldn't help that much.