On Fri, 8 Oct 1999, Christian Reiniger wrote:
> 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.
What about bmp-files? Compressed with bzip2 you have a better compression
than JPEG ever has, _without_ any quality losses.
Cheers,
Christoph Egger
E-Mail: [EMAIL PROTECTED]