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16-bit precision for vertex position, normal

Discussion in 'General Graphics' started by blaze1, Jan 11, 2017.

  1. blaze1

    blaze1

    Joined:
    Dec 25, 2014
    Posts:
    9
    Is it possible to use 16 bits for vertex position, normals instead of 32 bits?
    Just to avoid confusion I am talking about actual vertex position and not index buffer size.

    So instead of vertex buffer size:
    32 bit x 4 (x,y,z,w) position
    32 bit x 4 (x,y,z,w) normal
    ===================
    data size per vertex: (256 bits) 32 BYTES per vertex data

    I need this:
    16 bit x 3 (x,y,z) position
    16 bit x 3 (x,y,z) normal
    ===================
    data size pre vertex: (96 bits) 12 BYTES per vertex data

    ?

    This is for a procedural generated data.
     
  2. Kaspar-Daugaard

    Kaspar-Daugaard

    Unity Technologies

    Joined:
    Jan 3, 2011
    Posts:
    150
    It's not, but we're thinking of how to support it in the future.
     
  3. blaze1

    blaze1

    Joined:
    Dec 25, 2014
    Posts:
    9
    Is this available now?
     
  4. bgolus

    bgolus

    Joined:
    Dec 7, 2012
    Posts:
    12,238
  5. blaze1

    blaze1

    Joined:
    Dec 25, 2014
    Posts:
    9
    @bgolus Thanks but this solution is only for saving local disk space, when meshes are used in real time they are still at 32 bits. We need method to change vertex buffer component struct sizes at run time for procedural data.
     
  6. blaze1

    blaze1

    Joined:
    Dec 25, 2014
    Posts:
    9
    any news about this?
     
    Hypnotoad0 likes this.