textures textures textures :)
#1 Members - Reputation: 438
Posted 18 July 2012 - 01:50 PM
#4 Members - Reputation: 3827
Posted 18 July 2012 - 02:50 PM
It appears that the gentleman thought C++ was extremely difficult and he was overjoyed that the machine was absorbing it; he understood that good C++ is difficult but the best C++ is well-nigh unintelligible.
#5 Members - Reputation: 358
Posted 18 July 2012 - 04:37 PM
I have a blog: omercan1993.wordpress.com look there for more content
And I also do some art: omercan1993.deviantart.com
And whats about the Pear3DEngine? Never heard of it? Go and look!
Yeah, and currently I do this: SimuWorld
PS: Please look at this poll on my blog about scripting languages: A opinion poll about scripting language
#6 Members - Reputation: 570
Posted 18 July 2012 - 09:45 PM
That said, I'm currently using .png, as it is easier to manipulate during development. When I'm closer to release I'll convert them all to .dds and see if it makes a difference to performance at all.
#7 Members - Reputation: 142
Posted 19 July 2012 - 01:14 AM
DDS is good, yes. It's lossy for sure, but like FLeBlanc said it can contain a full mipmap chain, and you can load it directly into your GPU's video RAM via the appropriate API calls without needing to go through any intermediate software stages.
DDS isn't necessarily lossy. DXT compression is lossy, but with DDS images, you have the option of using either that or storing them in an uncompressed format.
I'd recommend experimenting with it a bit, as with some maps, this compression isn't a problem, and in others it is. For instance, DXT compressed normal maps tend to have quite ugly artefacts when used in game, but it's much less significant in DXT compressed albedo maps.
#8 Members - Reputation: 1991
Posted 19 July 2012 - 01:14 AM
DDS can, of course, contain uncompressed data too, in case you want to maintain perfect fidelity in some art.
Edited by Nik02, 19 July 2012 - 01:16 AM.
Software developer
#9 Members - Reputation: 3827
Posted 19 July 2012 - 07:47 AM
True that, and good advice.
DDS is good, yes. It's lossy for sure, but like FLeBlanc said it can contain a full mipmap chain, and you can load it directly into your GPU's video RAM via the appropriate API calls without needing to go through any intermediate software stages.
DDS isn't necessarily lossy. DXT compression is lossy, but with DDS images, you have the option of using either that or storing them in an uncompressed format.
I'd recommend experimenting with it a bit, as with some maps, this compression isn't a problem, and in others it is. For instance, DXT compressed normal maps tend to have quite ugly artefacts when used in game, but it's much less significant in DXT compressed albedo maps.
It appears that the gentleman thought C++ was extremely difficult and he was overjoyed that the machine was absorbing it; he understood that good C++ is difficult but the best C++ is well-nigh unintelligible.
#10 Moderators - Reputation: 3967
Posted 19 July 2012 - 08:13 AM
After that DDS is a simple container format to use which, as others have said, can contain DXT/BC compressed data as well as uncompressed data (such as RGBA8, L8 and other formats), mipmap chains, cube maps and 3D textures. The texture data in this container format can just be passed directly to the GPU and used 'as is' which is why it is used in professional development (note: they might not use DDS as is. For example our pipeline takes a TGA source data, compresses it to DDS and then runs a final step which splits it into a 'header' and 'data' file. The former is used to contain information about the texture, the latter is the texture data).
As to what compression is used on what texture; well that depends on the texture itself. Some might work well with DXT1 (BC1), others need DXT5 (BC3) and if you are targetting DX11 you can use the newer BC (block compression) formats. One of which has a higher quality mode and the other supports HDR data (BC6 and BC7). Normal maps can be compressed with varying quality depending on your requirements.






