So I've recently started learning some GLSL and now I'm toying with a POM shader. I'm trying to optimize it and notice that it starts having issues at high texture sizes, especially with self-shadowing.
Now I know POM is expensive either way, but would pulling the heightmap out of the normalmap alpha channel and in it's own 8bit texture make doing all those dozens of texture fetches more cheap? Or is everything in the cache aligned to 32bit anyway? I haven't implemented texture compression yet, I think that would help? But regardless, should there be a performance boost from decoupling the heightmap? I could also keep it in a lower resolution than the normalmap if that would improve performance.
Any help is much appreciated, please keep in mind I'm somewhat of a newbie. Thanks!
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