Talk:Switching default texture format to DDS: Difference between revisions

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:::::::Thanks for the clarification, but we have this feature already. OSG is already creating such different resolutions, it is called mipmaps. Tim Moore and Mathias Fröhlich can describe this feature better and more detailed than I can do.  
:::::::Thanks for the clarification, but we have this feature already. OSG is already creating such different resolutions, it is called mipmaps. Tim Moore and Mathias Fröhlich can describe this feature better and more detailed than I can do.  
:::::::--[[User:HHS|HHS]] ([[User talk:HHS|talk]]) 10:49, 7 September 2014 (UTC)
:::::::--[[User:HHS|HHS]] ([[User talk:HHS|talk]]) 10:49, 7 September 2014 (UTC)
:: SVGs may seem heavier than PNGs simply because SVG files will usually not just contain "data" but '''instructions''' for assembling an image from various primitives - those instructions need to be processed by "something" to get an image. Thus, a conventional raster image already contains the expected result/outcome - while a SVG image doesn't contain any image at all, but merely a bunch of rendering instructions in some kind of XML dialect that need to be processed by the SVG parser. In the case of Canvas, we only support a subset of SVG and map those to OpenVG/ShivaVG primitives typically. So it isn't exactly "fair" to compare performance here - SVG files are  using a completely different approach: When you create a raster image containing a circle in Photoshop/GIMP, your image editor knows how to render a circle and how to turn this into a raster image - A SVG file, in constrast, will merely contain a '''circle''' instruction. This is where perceived slowness will typically come from, in combination with the aforementioned SVG/XML parsing and property tree overhead, and this is also why SVG files will usually be so small in comparison to a raster image, and why SVG can deal with arbitrary resolutions.--[[User:Hooray|Hooray]] ([[User talk:Hooray|talk]]) 15:40, 8 September 2014 (UTC)

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