fabio Posted December 9, 2015 Report Share Posted December 9, 2015 I found this article that may be interesting, excerpt (our way ) quoted below. Read it all here. The old way The previous way of creating DXTc GPU textures was (this example is the Halo Wars model):1. Artists save texture or image as an uncompressed file (like .TGA or .PNG) from Photoshop etc.2. We call a command line tool which grinds away to compress the image to the highest quality achievable at a fixed bitrate (the lossy GPU texture compression step). Alternately, we can use the GPU to accelerate the process to near-real time. (Both solve the same problem.)This is basically a fixed rate lossy texture compressor with a highly constrained standardized output format compatible with GPU texture hardware.Now we have a .DDS file, stored somewhere in the game's repo.3. To ship a build, the game's asset bundle or archive system losslessly packs the texture, using LZ4, LZO, Deflate, LZX, LZMA, etc. - this data gets shipped to end users 1 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted December 9, 2015 Report Share Posted December 9, 2015 Very useful for 2D artist Quote Link to comment Share on other sites More sharing options...
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