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Loading textures to the GPU


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#1   Members   -  Reputation: 1056

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Posted 07 July 2014 - 11:52 PM

Hi guys!

 

Not really a problem, just a quick question. smile.png

 

When you load a texture (for example a JPG) on to the d3dDevice via CreateTextureFromFile() or similar, is the texture decompressed by the API and then sent to the video card, or is the image decompressed on the video card itself?

 

Thanks in advance biggrin.png


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One Of Them - Martial arts game that is mid development.

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Posted 07 July 2014 - 11:58 PM

The texture is completely decompressed by the API, unless the file is a special compression format that can be decompressed by the GPU. Those formats are the various DXT or BC formats that are stored inside DDS files. Common compression formats (PNG, JPEG, TGA, etc) are API-decompressed.


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#3   Members   -  Reputation: 1056

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Posted 08 July 2014 - 12:03 AM

Ah ok, got ya :)

 

Are any of the GPU formats reasonable quality or even lossless?


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One Of Them - Martial arts game that is mid development.

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Posted 08 July 2014 - 12:36 AM

They're all lossy. They are commonly used and of reasonable quality depending on your scenario. They offer not just a win in terms of memory usage, but also potentially performance (it's less data for the GPU to read into the texture cache).

 

http://en.wikipedia.org/wiki/S3_Texture_Compression

http://www.reedbeta.com/blog/2012/02/12/understanding-bcn-texture-compression-formats/


Edited by phil_t, 08 July 2014 - 12:38 AM.


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Posted 08 July 2014 - 12:40 AM

Awesome. Thanks for the info guys smile.png


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One Of Them - Martial arts game that is mid development.




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