Jump to content

  • Log In with Google      Sign In   
  • Create Account

Interested in a FREE copy of HTML5 game maker Construct 2?

We'll be giving away three Personal Edition licences in next Tuesday's GDNet Direct email newsletter!

Sign up from the right-hand sidebar on our homepage and read Tuesday's newsletter for details!


We're also offering banner ads on our site from just $5! 1. Details HERE. 2. GDNet+ Subscriptions HERE. 3. Ad upload HERE.






Compressing Bulk Of Textures

Posted by newtechnology, 19 June 2014 · 385 views

Hello! Today I'll show you how to convert bulk of textures into compressed .dds formats because it can be really painful to convert 100 texture files into compressed .dds formats by using the DirectX Texture Tool which comes with DirectX SDK. We'll be using texconv.exe which is included in directx sdk and we will code a program which would generate a .bat file and that .bat file would use texconv.exe to convert textures into compressed .dds formats in just one go. Also, texconv.exe should be in the folder where our program executable is located.


Program structure: The program which we are..
See more.




Looks like texconv supports batching already:

 

texconv.exe -m 0 -f DXT1 -o CompressedTextures somepath\*.tga

 

Note the miplevels of 0. In this case the maximum numbers of mips will be created.

Looks like texconv supports batching already:

 

 

texconv.exe -m 0 -f DXT1 -o CompressedTextures somepath\*.tga

 

 

Note the miplevels of 0. In this case the maximum numbers of mips will be created.

didn't knew that :o

Heh, reminds me of the time I posted a long journal about my highly complex command line tool for synching files between my laptop and desktop via the network and someone just posted:

 

xcopy

 

:)

You could also call the command line from within the program using ::CreateProcess instead of creating a batch file.

 

Also if you opened the images you could see if they contain any alpha channel data and then use DXT5 instead of DXT1 to preserve it :)

 

Still a good thing to try though, reminded me that I need to do something similar and have been putting it off!

You could also incorporate something like LibSquish or the nVidia Texture Tools into your own pipeline which might be both faster and produce better results.

November 2014 »

S M T W T F S
      1
2345678
9101112131415
16171819202122
23 242526272829
30      

Recent Entries

Recent Comments

MyJournalLog

MyJournalLog

PARTNERS