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@KeyJ@mastodon.gamedev.place

Post #1489268

2026-03-31 06:44 UTC

@rygorous Oh, absolutely. Doing a 16x anisotropically-filtered lookup in an ASTC-6x5-compressed cubemap texture with sRGB-to-linear conversion is nothing anyone's ever wanting to do in software. (Except probably as a "fun" exercise, or as some reference implementation. But not in realtime.)

Replies (1)

  • @KeyJ having had to do part of it in SW to work around HW bugs (not with ASTC though, only BC1-7!) most of these are not that bad if you "lower" them the way the HW already does internally. i.e. trilinear, aniso etc. all turn into a sequence of weighted bilinear samples added onto an accumulator and the last one has a "I'm the final one, return me!" bit. Cubemaps _mostly_ turn into logic in the shader to select the face and then regular 2D texture sampling (except for corner texel filtering)

    Open ##1489269