Difference between revisions of "Category:TextureFormatRuntime"
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= Category Texture Format Runtime = | = Category Texture Format Runtime = | ||
− | These are texture file formats that are used at runtime (in-game). To save memory, runtime textures often use compression. However only specific compression formats are supported by the hardware, so | + | These are texture file formats that are used at runtime (in-game). |
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+ | To save memory, runtime textures often use compression. However only specific compression formats are supported by the hardware, so [[Category:TextureFormat|other texture formats]] must be uncompressed to be used in-game, which increases their memory cost. | ||
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+ | Runtime formats also commonly have pre-created [[MipMap|mip levels]] stored in them, so the game engine doesn't have to create the mips at runtime, which helps to reduce the time it takes to load the game level. | ||
Pages in this category: | Pages in this category: |
Revision as of 07:12, 7 July 2010
Category Texture Format Runtime
These are texture file formats that are used at runtime (in-game).
To save memory, runtime textures often use compression. However only specific compression formats are supported by the hardware, so must be uncompressed to be used in-game, which increases their memory cost.
Runtime formats also commonly have pre-created mip levels stored in them, so the game engine doesn't have to create the mips at runtime, which helps to reduce the time it takes to load the game level.
Pages in this category:
3Dc |
DDS |
PVR |