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GPU texture caching
I am looking at implementing this paper: http://www-ljk.imag.fr/Publications/Basilic/com.lmc.publi.PUBLI_Article@1222d975265_acc57d/article.pdf. The authors use (as described in section 3) a texture cache on the GPU to speed up quadtree texture lookup times. How would you recommend implementing this in Unity? Unity doesn't support the tex2dARRAY system in CG, so I don't really see how I could do it without resorting to texture atlasing.
I should add that I am working on the PC.
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