Does Ogre, support 'indexed' tga files?
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- Gnoblar
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Does Ogre, support 'indexed' tga files?
It's somehow more efficient, especially when you don't notice the diffrence in colours and don't need the alpha.
I think it should be no problem, but i just want to know it for sure.
(i know that i could load it up to ogre, but in mesh viewer i never been able to see my materials, and in the material editor, the software always crash.)
cheers,
p
I think it should be no problem, but i just want to know it for sure.
(i know that i could load it up to ogre, but in mesh viewer i never been able to see my materials, and in the material editor, the software always crash.)
cheers,
p
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McSwan
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- Gnoblar
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YEs dds is good for games, but i've read that it's limited to the highest map of 256-256 pixels.
We're doing a more game for the future comps, well yea the actual realese is in about couple years, so well look good in to the future and go for 1024-1024 and some 2048-2048 maps.
tgas can get you there, but the size would be rather high, so indexing is a perfect solution, since you won't see the diffrence between a 24bit map.
I wonder why not more games use that indexing in their tga files, it reduces size to 25% and is still good.
We're doing a more game for the future comps, well yea the actual realese is in about couple years, so well look good in to the future and go for 1024-1024 and some 2048-2048 maps.
tgas can get you there, but the size would be rather high, so indexing is a perfect solution, since you won't see the diffrence between a 24bit map.
I wonder why not more games use that indexing in their tga files, it reduces size to 25% and is still good.
- :wumpus:
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The man is right!
DDS can do DXT1 (up to 16x saving without alpha!), DXT3/5 (8x saving, with alpha). Because the effect of DXT is local instead of global it is generally deemed better quality than indexed. Also, because cards generally do support compressed textures natively (in the future, even better compression formats might appear), but not indexed textures, this saves a lot of texture memory and bandwidth.
There is also *no* limit on DDS sizes. I don't know how you came up with that.
DDS can do DXT1 (up to 16x saving without alpha!), DXT3/5 (8x saving, with alpha). Because the effect of DXT is local instead of global it is generally deemed better quality than indexed. Also, because cards generally do support compressed textures natively (in the future, even better compression formats might appear), but not indexed textures, this saves a lot of texture memory and bandwidth.
There is also *no* limit on DDS sizes. I don't know how you came up with that.
- sinbad
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It would be pretty stupid if DDS was limited to 256x256, since one of the main reasons for texture compression is to use large textures in reasonable texture memory! Be careful what you read...there are a lot of people out there who don't know wtf they're talking about, especially on 'l33t' gaming sites 
- Deamon
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What does that mean ?:wumpus: wrote:Because the effect of DXT is local instead of global
Deamon
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- Deamon
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BTW: What do 'l33t' stands for ?sinbad wrote:Be careful what you read...there are a lot of people out there who don't know wtf they're talking about, especially on 'l33t' gaming sites
Deamon
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qsilver
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"l33t" is what 13-year old AOL chat kids write when they mean "elite" but are too cool to type properly
I can refer you to this excellent reference site: http://www.bbc.co.uk/dna/h2g2/A787917
As for the "DXT is local" comment, :wumpus: was referring to DirectX texture compression. The Direct X compression formats all compress local blocks of pixels, without looking at the rest of the texture.
This means that no matter how much detail or how many colors are in one area of the texture, it will never affect the quality of another area. That's quite a contrast to palette indexed images, where you have a limited number of colors to work with; if one area of the image uses a lot of colors, the rest of the image will suffer because it has less available colors to work with.
As for the "DXT is local" comment, :wumpus: was referring to DirectX texture compression. The Direct X compression formats all compress local blocks of pixels, without looking at the rest of the texture.
This means that no matter how much detail or how many colors are in one area of the texture, it will never affect the quality of another area. That's quite a contrast to palette indexed images, where you have a limited number of colors to work with; if one area of the image uses a lot of colors, the rest of the image will suffer because it has less available colors to work with.
- Chris Jones
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agh, i hate people with all that "l337" rubbish, theyre also people that think hacking is breaking into systems
anyway
about using DDS, blender, i dont think, supports dds, and u have to loads bmp or tga etc, can i get it to use a dds file easily, either blender or the model after export, or do i have to do alot to get it to? btw im not a graphics artist/modeller, this is for a mate that will be doing the graphics for our game
anyway
about using DDS, blender, i dont think, supports dds, and u have to loads bmp or tga etc, can i get it to use a dds file easily, either blender or the model after export, or do i have to do alot to get it to? btw im not a graphics artist/modeller, this is for a mate that will be doing the graphics for our game
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