Quick question along the same lines as the OP.
I'm using XNA currently. Because the content pipeline compiles my graphics data to its own format at build time (XNB format I believe), does it matter at all what type of image I use for texture data, since it's gonna be converted anyway?
PNG vs BMP.. Too SLOW!!
ok, so I converted the 1.46mb bmp file into dds file using directx texture tool. Now the texture is 5.87 mb (omg) and it takes even longer to load. What did I do wrong? I saved it in X8R8G8B8 format.
superpig - that was great, thanks :)
Hehe yup, you're doing something wrong :D
I tried an 800x600 image, here's my results:
BMP - 1,407KB
PNG - 392KB
DDS - 1,876KB
DDS(DXT1) - 235KB
DDS stores more information than the BMP format.
And DXT1 uses compression (lossy).
Quote:Original post by Sangha Im
ok, so I converted the 1.46mb bmp file into dds file using directx texture tool. Now the texture is 5.87 mb (omg) and it takes even longer to load. What did I do wrong? I saved it in X8R8G8B8 format.
Hehe yup, you're doing something wrong :D
I tried an 800x600 image, here's my results:
BMP - 1,407KB
PNG - 392KB
DDS - 1,876KB
DDS(DXT1) - 235KB
DDS stores more information than the BMP format.
And DXT1 uses compression (lossy).
Loading time for these things is usually irrelevant. It's either a one-time delay at startup or loaded in the background during the game. Loading files from disk is an inherently slow operation and will vary a lot from system to system.
If you're in a situation where the speed of this operation matters you should either a) reconsider your design or b) stop worrying about it, because it's not a problem (if it's loaded once at the start or in the background, it's not a problem.)
If you're in a situation where the speed of this operation matters you should either a) reconsider your design or b) stop worrying about it, because it's not a problem (if it's loaded once at the start or in the background, it's not a problem.)
As I explained, an uncompressed DDS is usually larger than a BMP because the DDS also contains the mipmaps for the BMP image, which for a BMP would have to be generated at runtime.
You've still not fixed the size of the image to be power-of-two sized, have you? You really need to do that before continuing to experiment with this stuff.
Edit: Also, if your sprites don't use translucency, only pure 1-bit transparency, you should probably be using DXT1 format instead of X8R8G8B8. Don't color-key, it doesn't work when your textures are filtered.
You've still not fixed the size of the image to be power-of-two sized, have you? You really need to do that before continuing to experiment with this stuff.
Edit: Also, if your sprites don't use translucency, only pure 1-bit transparency, you should probably be using DXT1 format instead of X8R8G8B8. Don't color-key, it doesn't work when your textures are filtered.
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