![]() ![]() Sometimes textures that are created with a variation of the B8G8R8A8 or R8G8B8A8 image formats don't actually use the alpha channel, but there's no way for the variant to know whether it's used or not. If your texture has a format that's not listed, the texture is not modified. Here are the supported source formats and their block-compressed formats. Initial data is provided to the call to CreateTexture2D. The SamplerDesc member has its Count member set to 1 (no Multi-Sample Anti-Aliasing (MSAA)). The CPUAccessFlags member is set to 0 (no CPU access). The Usage member is set to either D3D11_USAGE_DEFAULT or D3D11_USAGE_IMMUTABLE. The BindFlags member has only the D3D11_BIND_SHADER_RESOURCE flag set. ![]() The D3D11_TEXTURE2D_DESC object passed in pDesc describes an unchanging shader resource that is: Specifically, textures are compressed when: ![]() You compress textures by using a block-based compression format on every call to ID3DDevice::CreateTexture2D that creates a source texture. If your textures are suitable for block-based compression and don't need perfect color fidelity, consider using a block-compressed format to reduce memory usage and consume less bandwidth. However, block compression of certain kinds of textures-for example, those that have significant color variation in a small area-can have unacceptable results. Despite the high compression ratios, there's only a minor reduction in image quality for typical textures. The difference between BC1 and BC3 is that BC1 doesn't support an alpha channel, while BC3 supports a block-compressed alpha channel. Compared to an uncompressed format that uses 32 bits per pixel, BC1 (formerly known as DXT1) achieves 8:1 compression and BC3 (formerly known as DXT5) achieves 4:1. Interpretationīlock-based compression formats like BC1, BC2, and BC3 occupy significantly less memory than uncompressed image formats and therefore consume significantly less memory bandwidth. ![]() #Dds reader for mac for macHowever, PNG was designed for transferring images on the Internet, not for professional-quality print graphics, and therefore does not support non-RGB color spaces such as CMYK.Īdobe Photoshop, Paint Shop Pro, the GIMP, GraphicConverter, Helicon Filter, ImageMagick, Inkscape, IrfanView, Pixel image editor, Paint.NET, Xara Photo & Graphic Designer.Applies to: Visual Studio Visual Studio for Mac Visual Studio CodeĮnables block compression on textures that have a pixel format that's a variation of B8G8R8X8, B8G8R8A8, or R8G8B8A8. PNG supports palette-based images (with palettes of 24-bit RGB or 32-bit RGBA colors), grayscale images (with or without alpha channel), and full-color non-palette-based RGB images (with or without alpha channel). #Dds reader for mac windowsThe Microsoft Windows file extension for this data format is '.dds'. The DirectDraw Surface format is useful for storing graphical textures and cubic environment maps as compressed and uncompressed data files. However, PNG itself does not support animation at all. PNG was created as an improved, non-patented replacement for Graphics Interchange Format (GIF) and is the most used lossless image compression format on the Internet. #Dds reader for mac portablePortable Network Graphics (PNG) is a raster graphics file format that supports lossless data compression. The DirectDraw Surface container file format (uses the filename extension DDS) is a Microsoft format for storing data compressed with the proprietary S3 Texture Compression (S3TC) algorithm, which can be decompressed in hardware by GPUs. ![]()
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