Difference between revisions of "Category:TextureFormatRuntime"

From polycount
Jump to: navigation, search
(summary, fullsearch, heading)
(Category pages should not contain content. Content is duplicated already at Texture formats)
 
(2 intermediate revisions by 2 users not shown)
Line 1: Line 1:
__NOTOC__
 
<!-- ## page was renamed from [[Category:TextureFormat]] -->
 
= Category Texture Format Runtime =
 
 
These are texture file formats that are used at runtime (in-game).  
 
These are texture file formats that are used at runtime (in-game).  
  
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.
+
----
 
+
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.
+
 
+
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.
+
 
+
== Pages in This Category ==
+
 
+
 
+
 
[[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.

3

D

P

S

T

V

Personal tools
Namespaces

Variants
Actions
Navigation
Tools