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Pav3

Texture Compression

3 posts in this topic

hi, i wanted to ask something. If i''ll do texture compression (s3tc) in real time (load bmp -> comvert to s3tc -> use as texture) will it harm performance a lot?
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Not really, s3tc was meant to be quite fast to compress (it''s even faster to decompress).

Although, you probably don''t want to do it in software, get the hardware to do it! In opengl you just go like this:

  
int texture;

glGenTextures( 1, &texture );
glBindTexture( GL_TEXTURE_2D, m_texture );
glTexImage2D( GL_TEXTURE_2D, 0, GL_COMPRESSED_RGB_ARB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data );


where data, width and height are all set beforhand. I guess it''s similar in DirectX...


dHarding.net - Just click it.
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why not just convert it during design time? That''ll save the middle step unless you have a specific need for using a bitmap.



How many Microsoft employees does it take to screw in a light bulb?
None, they just declare drakness as a new standard.
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>> why not just convert it during design time? That''ll save the middle step unless you have a specific need for using a bitmap.

How can you save an image in the same format as the card uses for its texture compression? I''ve never heard of this...

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- outRider -
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