Difference between revisions of "Texture Compression"

From polycount
Jump to: navigation, search
m (1 revision)
(restored and revised)
 
(4 intermediate revisions by 2 users not shown)
Line 1: Line 1:
__NOTOC__
+
Texture compression is a technique to use larger or more [[Texture]]s in the same amount of [[Memory]] and graphics bus bandwidth.
{{:[[OutOfDate]]}}
+
  
= Texture Compression =
+
See [[Texture formats]], and [[DXT]].
  
The technique used by new and upcoming 3d accelerator cards to use larger [[Texture|textures]] in the same amount of texture [[Memory|memory]] and graphics bus bandwidth. With texture compression, you can often use textures as big as 2048x2048 in your real-time scenes. Two examples of texture compression methods are S3TC and VQTC.
 
----
 
 
[[Category:Glossary]]
 
[[Category:Glossary]]

Latest revision as of 20:36, 19 March 2015

Texture compression is a technique to use larger or more Textures in the same amount of Memory and graphics bus bandwidth.

See Texture formats, and DXT.

Personal tools
Namespaces

Variants
Actions
Navigation
Tools