is there any dds mipmap support in tgea 1.7.1
by A.P.W Studio · in Torque Game Engine Advanced · 04/29/2009 (5:56 am) · 12 replies
hi there,
i have a problem with dds file format , i use that but i do not know is it really run in mipmap generating mode ?
how can i know that ?
if my answer is negative , how can we use mipmaping with dds ?
i have a problem with dds file format , i use that but i do not know is it really run in mipmap generating mode ?
how can i know that ?
if my answer is negative , how can we use mipmaping with dds ?
About the author
#2
04/29/2009 (7:20 am)
And if you don't have Photoshoop, try Gimp, which has a plugin for DDS. Link to Gimp links
#3
04/29/2009 (9:29 am)
how can we know that the textures we export with photoshop dds apply their mipap level i scene !
#7
It's also not difficult to get DDS mipmap generation going (with Squish), but it's going to be either slow, or ugly if you're compressing.
04/29/2009 (10:59 am)
TGEA doesn't create mipmaps for DDS textures, that's correct. It can load them from an external tool though, like Photoshop.It's also not difficult to get DDS mipmap generation going (with Squish), but it's going to be either slow, or ugly if you're compressing.
#8
please answer this too :
how could you say that , and how can i get that with mine ?
i debug a frame of device state and i get my dds texture in first mipmap with long range view !
04/29/2009 (11:04 am)
thanks alot , for your attention and timing .please answer this too :
how could you say that , and how can i get that with mine ?
i debug a frame of device state and i get my dds texture in first mipmap with long range view !
#9
Thing is, these sort of things should really be done offline. Compressing DXT takes time and you'll sacrifice quality if you do it realtime. Some would say quality already is sacrificed enough as is with DXT.
That's why it's best to use external tools.
04/29/2009 (11:17 am)
I'm not sure I understand. You need to load the bitmap, and make smaller copies of it and compress those with Squish if you're using DXT, or do nothing if you're using RGBA DDS. Thing is, these sort of things should really be done offline. Compressing DXT takes time and you'll sacrifice quality if you do it realtime. Some would say quality already is sacrificed enough as is with DXT.
That's why it's best to use external tools.
#10
Embedded DDS mimpaps are always better than having automatic generation, since they load faster and you have more control over the mipmap generation with offline tools. You can also know how much VRAM your textures are using by simply looking at the filesizes.
04/29/2009 (1:13 pm)
Are you sure you're saving your DDS files with embedded mipmaps? What program are you using to save DDS files?Embedded DDS mimpaps are always better than having automatic generation, since they load faster and you have more control over the mipmap generation with offline tools. You can also know how much VRAM your textures are using by simply looking at the filesizes.
#11
04/30/2009 (6:32 am)
thanks alot , it is solve now .
#12
05/02/2009 (12:27 am)
the decal did not show over object with dds texture , please help to solve that again .
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