Difference between revisions of "Texture Compression"

From polycount
Jump to: navigation, search
m (1 revision)
Line 1: Line 1:
 
__NOTOC__
 
__NOTOC__
{{:[[OutOfDate]]}}
 
 
 
= Texture Compression =
 
= Texture Compression =
  
 
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.
 
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]]

Revision as of 02:37, 4 August 2014

Texture Compression

The technique used by new and upcoming 3d accelerator cards to use larger textures in the same amount of texture 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.

Personal tools
Namespaces

Variants
Actions
Navigation
Tools