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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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