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− | __NOTOC__
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− | <!-- ## page was renamed from [[Category:TextureFormat]] -->
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− | = Category Texture Format Runtime =
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| These are texture file formats that are used at runtime (in-game). | | These are texture file formats that are used at runtime (in-game). |
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− | Texture file formats come in two basic categories: those that are used at runtime (in-game), versus those that are used by artists in general but have to be converted to be used "live" in-game.
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− | To save memory, runtime textures often use compression. However typically a few very specific compression formats are supported in hardware. This means if you use [[Category:TextureFormat|other texture formats]] they must be uncompressed when they're loaded off the hard drive or disc and into video memory to be used in-game, which in turn increases their memory cost. Hardware-supported compression saves memory, allowing the artist to use larger or more textures.
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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 on load, which helps to reduce the time it takes to load the game level.
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− | == Pages in This Category ==
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| [[Category:Texturing]] | | [[Category:Texturing]] |
Latest revision as of 12:43, 14 March 2015
These are texture file formats that are used at runtime (in-game).
Pages in category "TextureFormatRuntime"
The following 7 pages are in this category, out of 7 total.