Hey all!

We're in the process of updating the DDS importer and implementing an exporter 
to support some of the more modern block compression encodings we use in games 
today. I'm looking for some advice for how to store the data for texture 
arrays, 3d textures, and cubemaps. I'm thinking of something like this:
- For texture arrays and cubemaps, each slice would be a subimage
- If the texture has mips, store them in subimages with something like this 
[00, 01, 02, 03, 10, 11, 12, 13]. The number of mips would be stored as an 
imagespec attribute. That would make it relatively easy to find mip0 of every 
slice/cubeface

Does that sound crazy? Or is there some sort of different precedent already in 
the code that we can look at?

Also, I was curious to 3d textures. Is there any precendent for how these are 
stored, accessed, and written? 

Eager to get your feedback. Thanks in advance!
-J

====================================
Jonathan Tilden
Principal Technical Artist
2K Games
Email: [email protected]
Phone: +1.415.507.7623
====================================

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