GDC talk on how to render Per-Face Texture Mapping (PTEX) datasets on commodity GPUs in Realtime in a much simpler fashion than the earlier proposed techniques. This method is heavily suitable for real time consumption, and can be altered to support other texture techniques.
* Based on a survey of memory usage from 5 currently shipping AAA titles.
Used Border TexelsCons:Load time preparationBorder depended on maximum anisoChanging texture quality required restart (redo expensive border prep)High levels of texture waste for game-resolution assets when high aniso used
Each texture already has complete mipmap chain
Introduced in Direct3D 10
gl_PrimitiveID
Standard Model rendering stuff
Explain bottom->bottom.
Derive bottom->bottom again
Go through 4x4 adjoinging 16x16 image
Note that cost here is really just an increase in latency, which itself is only significant if latency is what’s preventing you from running faster. TLDR; Profile, Profile, Profile.