Difference between revisions of "Category:TextureFormatRuntime"

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(to differentiate from non-runtime formats)
(link to CategoryTextureFormat, info about mips)
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<!-- ## page was renamed from [[Category:TextureFormat]] -->
 
= 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 any unsupported formats must be uncompressed to be used in-game, which nullifies their benefit.
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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 08:12, 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

Pages in category "TextureFormatRuntime"

The following 7 pages are in this category, out of 7 total.

3

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P

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