Jay wrote:
>other and save it in any non-compressed format like ppm. Then use cjpeg or xv to
>compress it (arround 60% should be good) then open them both in 2 diffrent xv or
60% is quite extreme. With a normal texture JPEG compression ratios should
be about 1:20 for 60%, 1:11 for 90% and 1:9 for 95% quality.
Zlib-based compression reaches 1:2 if you're lucky, so any of the three
ratios is very good. And with 90% finding artifacts is quite hard.
>> For a simple game, compressed textures are not necessary. For a
>> complex game, they are _vital_. You simply cannot put fine details that
>> don't fuzz out as you get close to them into your textures unless you
>> compress them or use a technique like vector texturing. And game
>> designers need to be able to add fine details to their games to take it to
>> the next level of realism.
>
>Exactly! But if you compress them with a lossy algorithem, you loose that fine
>detail. The only way to compress a texture with out it comming out looking like crap
Only if you do tune your lossy algo to use extreme compression ratios.
Christian
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