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Texture Atlas (assume small textures in one big texture) http://iris2.de/forum/viewtopic.php?f=17&t=1079 |
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Author: | SiENcE [ Wed Jun 27, 2007 1:01 pm ] |
Post subject: | Texture Atlas (assume small textures in one big texture) |
What you think of a Texture Atlas function like NVidia tool? Please read in our Wiki: http://www.iris2.de/index.php/Ideas_and ... as_support Texture Atlas also generates a access file. It looks like this: Code: # Default.tai
# AtlasCreationTool.exe -width 1024 -height 1024 -o Default # # <filename> <atlas filename>, <atlas idx>, <atlas type>, <woffset>, <hoffset>, <depth offset>, <width>, <height> # # Texture <filename> can be found in texture atlas <atlas filename>, i.e., # Default<idx>.dds of <atlas type> type with texture coordinates boundary given by: # A = ( <woffset>, <hoffset> ) # B = ( <woffset> + <width>, <hoffset> + <height> ) # # where coordinates (0,0) and (1,1) of the original texture map correspond # to coordinates A and B, respectively, in the texture atlas. # If the atlas is a volume texture then <depth offset> is the w-coordinate # to use the access the appropriate slice in the volume atlas. data\tex_549.png Default0.dds, 0, 2D, 0.000000, 0.000000, 0.000000, 0.500000, 0.500000 data\tex_287.png Default0.dds, 0, 2D, 0.500000, 0.000000, 0.000000, 0.500000, 0.500000 data\tex_8.png Default0.dds, 0, 2D, 0.000000, 0.500000, 0.000000, 0.500000, 0.500000 data\tex_113.png Default0.dds, 0, 2D, 0.500000, 0.500000, 0.000000, 0.500000, 0.250000 data\tex_0.png Default1.dds, 1, 2D, 0.000000, 0.000000, 0.000000, 0.250000, 0.500000 data\tex_114.png Default1.dds, 1, 2D, 0.250000, 0.000000, 0.000000, 0.250000, 0.500000 data\tex_115.png Default1.dds, 1, 2D, 0.500000, 0.000000, 0.000000, 0.250000, 0.500000 data\tex_9.png Default0.dds, 0, 2D, 0.500000, 0.750000, 0.000000, 0.250000, 0.250000 data\tex_353.png Default0.dds, 0, 2D, 0.750000, 0.750000, 0.000000, 0.250000, 0.250000 data\tex_380.png Default1.dds, 1, 2D, 0.750000, 0.000000, 0.000000, 0.250000, 0.250000 data\tex_554.png Default1.dds, 1, 2D, 0.750000, 0.250000, 0.000000, 0.250000, 0.250000 data\tex_552.png Default1.dds, 1, 2D, 0.000000, 0.500000, 0.000000, 0.250000, 0.250000 data\tex_381.png Default1.dds, 1, 2D, 0.250000, 0.500000, 0.000000, 0.250000, 0.250000 It would be a good performance improvement to have only 8 Texturemaps for all static models. This is only a sollution for distributed content, because modifing such texturemaps is not recommed. Because of this we also need the raw textures. |
Author: | Mystiqq [ Wed Jun 27, 2007 3:58 pm ] |
Post subject: | |
"Some time" ago i played around with Battlefield 2 editor and they use atlases mostly for big statics like houses etc. Things like lightmaps are stored in texture atlas files. I actually had to write simple script and used imagemagick to extract images from existing texture atlas, at least the time i was playing around with it i couldnt find any existing tool for it. Anyways, this might come in handy. However, im not sure how exactly so i think this needs to be tested and so on... |
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