Game Development Community

How T3D implements DDS and mipmaps?

by Ben Quirk · in Torque 3D Professional · 04/24/2010 (2:25 pm) · 2 replies

From my understanding, T3D will automatically give JPG and PNG a mipmap image. Does this mean that JPG/PNG images are converted into a DDS format automatically and placed somewhere in the cache? Or am I off my wonkers?

If JPG/PNG are automatically generated to a mipmap, are normal, spec, light, and other images effected as well?

For system performance and quality on characters and props, would it be more practical to create/import custom DDS image formats into T3D rather than using just a JPG/PNG image?
Vram is not a problem when just using JPG/PNG in our build, however I am guessing DDS will load faster and might give better frame-rates?


I am aware how T3D automatically creates DDS for billboard imposters.

Will DDS files work OK with Macintosh systems with the Intel processor?

#1
04/24/2010 (8:36 pm)
Quote:T3D will automatically give JPG and PNG a mipmap image.
Torque doesn't do this directly... what happens is that DirectX (or OpenGL) will automatically create the mips using a simple box filter.

Quote:Does this mean that JPG/PNG images are converted into a DDS format automatically and placed somewhere in the cache?
No... you need to make DDS compressed textures if you want to use them.

Quote:I am guessing DDS will load faster and might give better frame-rates?
You are correct. DDS will load faster from disk, take less time to copy to the GPU, and will even render faster. You should always prefer to use DDS textures in your games.

Quote:I am aware how T3D automatically creates DDS for billboard imposters.
It does... but thats a specialized system specifically for imposter generation.

Quote:Will DDS files work OK with Macintosh systems with the Intel processor?
DDS has been a hardware standard since about 1998 and it works on all desktop GPUs regardless of the OS.
#2
04/24/2010 (8:58 pm)
Awesome,

Thanks Tom.