For experts - compressed textures

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0 comments, last by jollyjeffers 18 years, 2 months ago
We use compressed .dds textures. I wonder when the device make decompression. Always when the g_pDevice->SetTexture() is called, or always when the texture is rasterized over polygons? Is it important to batch SetTexture() calls with compressed dds, more than with normal (uncompressed) textures? thanks in advance
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If the hardware supports a compressed format (say D3DFMT_DXT1) then it will usually do the decompression "on the fly" when it needs it. The exact inner workings of the driver/GPU are largely irrelevant and unknown [smile]

Apart from some compatability/legacy functionality hidden by the driver, I don't see any reason why they'd actually decompress the whole texture on a SetTexture() call - if the renderer can't directly read from the texels then it's more than likely not going to expose it as a supported format.

hth
Jack

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Jack Hoxley <small>[</small><small> Forum FAQ | Revised FAQ | MVP Profile | Developer Journal ]</small>

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