Mipmaps, XNBs, etc
by Will O-Reagan · in Torque X 2D · 05/07/2007 (7:00 pm) · 0 replies
Are there any solutions on the horizon from the TorqueX front for the ballooning XNB files? I have worst case scenerios in my game, where certain items can balloon up to like 50X + in size just be going from a PNG, to the standardized XNB file.
I've read about XNA forums, they have, - Mipmaps.. I say, what mipmap? I'm not impressed by something that makes my file 3X smaller, but has a tradeoff of making it look "a little bit blurry".
Of course, I'm now making all my files mipmap ready anyways.
I know I am probobly going to suggest something infinately complicated.
An packaging/ unpackaging technique which would allow us to send PNG files, and have the user unpack them as XNB's?
Why does it have to happen right there in C#, that seems a little backwards, just my opinion.
edit: I found zipping the files does the trick i was talking about. duh!
I've read about XNA forums, they have, - Mipmaps.. I say, what mipmap? I'm not impressed by something that makes my file 3X smaller, but has a tradeoff of making it look "a little bit blurry".
Of course, I'm now making all my files mipmap ready anyways.
I know I am probobly going to suggest something infinately complicated.
An packaging/ unpackaging technique which would allow us to send PNG files, and have the user unpack them as XNB's?
Why does it have to happen right there in C#, that seems a little backwards, just my opinion.
edit: I found zipping the files does the trick i was talking about. duh!
About the author
I have a degree in dramatic art, and literature, from UC Santa Barbara. I've worked for a few studios, also at Animax Ent in 2008, and some smaller studios. Currently studying Computer Science at CSU Channel Islands.