Difference between revisions of "Category:TextureFormat"
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EricChadwick (Talk | contribs) (→Source File Formats: TGA added) |
EricChadwick (Talk | contribs) (→Source File Formats: lossless, vs lossy) |
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== Source File Formats == | == Source File Formats == | ||
− | * [[BMP]] | + | * [[BMP]] - lossless |
− | * [[EXR]] | + | * [[EXR]] - lossless |
− | * [[GIF]] | + | * [[GIF]] - lossy |
− | * [[HDR]] | + | * [[HDR]] - lossless |
− | * [[JPG]] | + | * [[JPG]] - lossy |
− | * [[PNG]] | + | * [[PNG]] - lossless |
− | * [[PSD]] | + | * [[PSD]] - lossless |
− | * [[TGA]] | + | * [[TGA]] - lossless |
− | * [[TIF]] | + | * [[TIF]] - lossless |
---- | ---- | ||
[[Category:Texturing]] | [[Category:Texturing]] |
Revision as of 18:34, 11 January 2015
These are bitmap file formats commonly used by game artists.
File formats come in two basic categories: Source files vs. Runtime files.
- Source files are generally larger and lossless.
- Runtime files are generally smaller and lossy, see Category:TextureFormatRuntime.
The main reasons for converting are to save memory and to store MipMaps.
Source File Formats
- BMP - lossless
- EXR - lossless
- GIF - lossy
- HDR - lossless
- JPG - lossy
- PNG - lossless
- PSD - lossless
- TGA - lossless
- TIF - lossless