DDS textures for AC + DDS loader (source modified)
#7
Quote:People around open-source project are quite touchy about giving each other (and each other's projects) credit where it is due. In this case, instead of "I wrote ...", "I backported ... from Cube 2" would probably be more appropriate. Just a heads up :)
Ok, I understand that. Yes, dds headers I took from Cube 2, and dds loader from my 2D engine:)

Quote:There is no problem, I just wanted to make sure people wouldn't drop in 4096² DDSs and then complain about things getting a little slow ;)
No, I sure, nobody wants to include 4096 texture. But 512 is more suitable resolution for walls and floors. Dds may help to reduce memory usage.

Quote:Loading all textures from either tiff's or dds or jpg's or bpm or whatever format does not change one bit of actual memory usage. A 256² at 24bit colour depth always takes up 196.6 KB in the video card's memory.
JPG = 24bit / 1 pixel
PNG = 32bit / 1 pixel
DDS = 64bit /16 pixels - significantly less memory usage, so video card reads this texture from memory much faster. This is native format for textures, stored in video memory.
Quote:DXT1 (also known as Block Compression 1 or BC1) is the smallest variation of S3TC, storing 16 input pixels in 64 bits of output, consisting of two 16-bit RGB 5:6:5 color values and a 4x4 two bit lookup table.
© Wiki.

Also, enabling texture compression in Cube 2 increases my fps (I have only 128 Mb video memory and more textures could be loaded into the cache with compression).

Quote:You're not supposed to put it in a package like this, but whatever
This package contains 60 Mb of dds textures (all AC's textures were re-compressed).
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Messages In This Thread
RE: DDS textures for AC + DDS loader (source modified) - by RPG - 27 Sep 11, 08:16PM