Difference between revisions of "Category:TextureFormatRuntime"

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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).  
 
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]]s 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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[[Category:Texturing]]
 
[[Category:Texturing]]

Latest revision as of 13:43, 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.

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