You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
I was wondering since DXT are 4x4 pixel blocks based, how does the decoding of non multiple by 4 dimensions happens ? Is the DXT texture (whose dimensions are multiple of 4) decoding into a bitmap with personalized resolution an extra step that takes extra time (compared to having a multiple by 4 resolution right from the beginning) ?{
Thanks !
The text was updated successfully, but these errors were encountered:
As a side note, please notice that it's true for OpenGL 2.0+ (which I suppose every player nowadays is supporting), but DirectX requires a multiple of 4 .
So it should still be recommended to have a multiple of 4 from the beginning to enable gpu decoding without extra steps if you play on window.
As a side note codec wise exporter should likely export with multiple of 4 anyway, and maybe add a flag to report that (like many codecs if you try to export 2323 resolution would pad to 2424)
Hello
I was wondering since DXT are 4x4 pixel blocks based, how does the decoding of non multiple by 4 dimensions happens ? Is the DXT texture (whose dimensions are multiple of 4) decoding into a bitmap with personalized resolution an extra step that takes extra time (compared to having a multiple by 4 resolution right from the beginning) ?{
Thanks !
The text was updated successfully, but these errors were encountered: