Saturday, May 12, 2012

Technical points of Textures compression


  1. When linear filtering normal maps the filter can cause normals to become less than normalized. If this happens then we will have to renormalize the normals in a fragment program each time a texel if fetched.
  2. Artifacts will arise when trying to use normal maps and a DXT compression format, especially with specular highlights.
  3. Generating the Z component can increase the rendering quality.
  4. The 3Dc compression format is better for normal maps than the DXT compression formats.
  5. DXT1 gives us the highest compression ratio.
  6. There is a performance gain when working with compressed textures because there is not as much data that needs to be sent down the pipeline.
    Source: Nvidia Developer Forum

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