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Texture Compression


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#1 Pav3   Members   -  Reputation: 122

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Posted 22 August 2001 - 08:25 PM

hi, i wanted to ask something. If i''ll do texture compression (s3tc) in real time (load bmp -> comvert to s3tc -> use as texture) will it harm performance a lot?

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#2 Dean Harding   Members   -  Reputation: 546

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Posted 22 August 2001 - 11:49 PM

Not really, s3tc was meant to be quite fast to compress (it''s even faster to decompress).

Although, you probably don''t want to do it in software, get the hardware to do it! In opengl you just go like this:

  
int texture;

glGenTextures( 1, &texture );
glBindTexture( GL_TEXTURE_2D, m_texture );
glTexImage2D( GL_TEXTURE_2D, 0, GL_COMPRESSED_RGB_ARB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data );


where data, width and height are all set beforhand. I guess it''s similar in DirectX...


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#3 Julio   Members   -  Reputation: 116

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Posted 23 August 2001 - 02:00 AM

why not just convert it during design time? That''ll save the middle step unless you have a specific need for using a bitmap.



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#4 outRider   Members   -  Reputation: 852

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Posted 24 August 2001 - 04:37 AM

>> why not just convert it during design time? That''ll save the middle step unless you have a specific need for using a bitmap.

How can you save an image in the same format as the card uses for its texture compression? I''ve never heard of this...

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