Switching default texture format to DDS: Difference between revisions

Jump to navigation Jump to search
m
png is also a compressed format; more copyediting
m (Johan G moved page DDS Textures in FlightGear to Switching default terrain texture format to DDS: Less ambiguous title)
m (png is also a compressed format; more copyediting)
Line 1: Line 1:
The FG development team is considering to '''switch the default format for terrain textures from png to DDS'''. This would offer a number of significant advantages:
The FG development team is considering to '''switch the default format for terrain textures from png to DDS'''. This would offer a number of significant advantages:


* DDS is a compressed format, hence the download size of the FG base package may be decreased
* DDS is a more compact format than png, hence the download size of the FG base package may be decreased
* compressed dds can be directly used by many graphics cards, reducing also GPU memory consumption
* Compressed DDS can be directly used by many graphics cards, reducing also GPU memory consumption
* DDS stores all texture resolution levels, i.e. no lower resolution levels have to be generated when the texture is used, hence it loads much faster into memory
* DDS stores all texture resolution levels, in essence no lower resolution levels have to be generated when the texture is used, hence it loads much faster into memory
* the resolution levels ('mipmaps') can be customized, allowing for some interesting effects at no performance cost
* The resolution levels ('mipmaps') can be customized, allowing for some interesting effects at no performance cost


Practically all commercial simulations use DDS for these reasons.  
Practically all commercial simulations use DDS for these reasons.  
Line 148: Line 148:
   }}
   }}
}}
}}


== Misc ==
== Misc ==
Line 199: Line 198:
The motivation behind this mentioned change is to sort out the best compromise so that the hangs hopefully disappear - which I hope to get with precomputed  
The motivation behind this mentioned change is to sort out the best compromise so that the hangs hopefully disappear - which I hope to get with precomputed  
mipmaps - and being able to display fine with any driver/GPU.
mipmaps - and being able to display fine with any driver/GPU.


=== Approaches ===
=== Approaches ===
Line 255: Line 253:


== Challenges ==
== Challenges ==
{{FGCquote
{{FGCquote
   |"dds on an open source driver (radeon and intel) I was forced to use radeon at some time, and it was fun, the planes were pink :) once libtxc-dxtn installed, dds were loaded fine again, so it can be used on open source if you are ok to use the lib."<br/>
   |"dds on an open source driver (radeon and intel) I was forced to use radeon at some time, and it was fun, the planes were pink :) once libtxc-dxtn installed, dds were loaded fine again, so it can be used on open source if you are ok to use the lib."<br/>
Line 377: Line 376:


== Conversion ==
== Conversion ==
{{FGCquote
{{FGCquote
   |Automatic conversion script is welcome indeed. Also I'm pretty sure that we have some people here ready to convert a PNG to DDS as soon as you say "Hey boys I created a new PNG file, can you convert this file for me please ?" :-)
   |Automatic conversion script is welcome indeed. Also I'm pretty sure that we have some people here ready to convert a PNG to DDS as soon as you say "Hey boys I created a new PNG file, can you convert this file for me please ?" :-)
Line 422: Line 422:


== Cons ==
== Cons ==
{{FGCquote
{{FGCquote
   |FG actually runs with dds textures, it just doesn't render anything reasonable, I believe you get monochromatic colors. But I don't expect the menu to be affected, it doesn't use textures.
   |FG actually runs with dds textures, it just doesn't render anything reasonable, I believe you get monochromatic colors. But I don't expect the menu to be affected, it doesn't use textures.

Navigation menu