Extreme textures

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14 comments, last by VanKurt 20 years, 11 months ago
quote:Original post by VanKurt
Well, 4096 is the standard size of my terrain-textures. But I took a look at Battlefield1942''s textures:
They use 8192 maps split up into 64 1024 textures. So I guess they have to use some kind of compression (S3TC?), because 192 MB +Mipmaps are a little to much... ;-)

I''ve also noticed that they store their textures in an intersesting way: A 1024x1024 texture is stored WITH mipmaps and is only 7XX KB big!
(The fileformat is .dds)
Does anyone know how that is possible?


.dds = DirectX texture file... that means they use DXT1/3 or 5
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Madman
______________________________Madman
Is DXt1/3/5 Direct X only? I thought you could use it in OpenGL, too?
You can use DXT1/3/5 texture formats in OpenGL. See the ARB_texture_compression and EXT_texture_compression_s3tc extension specs.

If you want a DDS loader for OpenGL, you can find one here:

http://cvs1.nvidia.com/DEMOS/OpenGL/inc/shared/nv_dds.h
http://cvs1.nvidia.com/DEMOS/OpenGL/src/shared/nv_dds.cpp
---I write code.DelphiGL (http://delphigl.cfxweb.net)
Why would you need a 8192x8192 texture, in the first place?


Height Map Editor | Eternal Lands | Fast User Directory
because it gives SO much detail to my landscape!

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