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JokerX

mipmaps

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What is the better way for compressed DDS? 1. create dds textures with complete mipmap chain 2. create dds without mipmaps and after loading call GenerateMipSubLevels()

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You need a little more context really...

Some tools (I've heard the Nvidia ones are quite good) can use more expensive/complex algorithms to generate higher quality mip chains simply by virtue of being "offline" processors.

Having said that, I'm not aware of the in-box D3D functions being particularly bad at generating them...

As far as compression goes, as far as I'm aware it should just be the classic case of performance versus size. Storing, even compressed, the extra mip levels will increase the DDS on disk. Generating and compressing mip levels at load-time will slow your application down.

Depends what is more important to you [smile]

hth
Jack

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I dont care about load-time nor disk space. My top issue is performance in the run-time. From this point of view is that two options above exactly the same?

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Yes, but the image quality is potentially better if you pre-generate the mipmaps by using offline tools.

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