|
|
DXT是一种压缩纹理格式,它可以降低内存和GPU之间的带宽,也可以在使用大量纹理的程序中节约宝贵的内存。
在GF2和GF3上,DXT1产生一个16位的插值。在这种条件下,大多数纹理会被压缩的很好, 除非纹理具有平滑的渐变色。在这种情况下,你可以在压缩的时候加入抖动来改善效果。如果你想获得好的效果,可以使用DXT3 和 DXT5 它们会产生32位的插值。
DXT1 每个象素需要4位(4bpp), DXT3/5 需要8bpp。
所以这个问题最简的回答就是,如果可能的话,尽量使用DXT1,如果你需要可以使用DXT3或DXT5。
我们的Photoshop插件可以让你预览3D环境中的纹理效果,这个插件可以加入抖动等其他渲染效果,你可以在下面的链接中找到这个插件http://developer.nvidia.com/object/ps_texture_compression_plugin.html
/********************************************/
Can you tell me a little about the DXT texture formats?
DXT is a format for compressing textures. Using texture compression helps to reduce bandwidth between system memory and the GPU, as well as to save precious texture memory in applications that use heavy texturing.
DXT1 has 16 bit interpolation on GF2 and GF3. Most textures will compress fine with DXT1 on these platforms. Textures with smooth gradients may have problems and this can often be fixed by adding dithering during compression. DXT3 and DXT5 are always interplated int 32 bits, and can be used if DXT1 has problems.
DXT1 is 4bpp, DXT3/5 is 8bpp.
So the short answer is use DXT1 where you can and DXT3 or DXT5 when you need to.
Our Photoshop plug-in lets you preview in 3D what the textures will look like when rendered in hardware. The plug-in also adds dithering as well as a host of other options. It is available at: http://developer.nvidia.com/object/ps_texture_compression_plugin.html
|
|