Difference between revisions of "Category:TextureFormat"
From polycount
Cheeseplus (Talk | contribs) m (4 revisions) |
EricChadwick (Talk | contribs) (cleanup) |
||
Line 1: | Line 1: | ||
− | + | These are bitmap file formats commonly used by game artists. | |
− | + | ||
− | These are | + | |
− | + | 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 [[MipMap]]s. | |
− | + | == Source File Formats == | |
− | == | + | |
− | + | ||
* [[BMP]] | * [[BMP]] | ||
* [[EXR]] | * [[EXR]] | ||
Line 19: | Line 17: | ||
* [[TIF]] | * [[TIF]] | ||
+ | ---- | ||
[[Category:Texturing]] | [[Category:Texturing]] |
Revision as of 17:50, 29 November 2014
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.