On Sunday, 17 September 2006 at 18:12, Dennis Schridde wrote:
> Am Sonntag, 17. September 2006 17:22 schrieb Per Inge Mathisen:
> > There is no point in using S3TC compression for images stored on the
> > disk.
> Was just an idea anyway. Because I remember Grim saying some time ago that
> he'd better like to work with DDS instead of PNG. He's not with us anymore,
> so he can't complain. ;)
Let's just stay with PNG until we actually are in a situation where we
hit its limits (both artist- and engine-wise).
> > I do not know anything about the DirectX formats, but I fail to see
> > anything lacking with PNG. We create mipmaps on the fly already, and
> > there is no need to waste disk space on storing them to the disk.
> I think Grim said he could achive better results when doing them by hand...
I think you can load custom mipmaps with "standard" OpenGL as well, you
just need to load them from several images/layers (or generate them on
the fly, if possible).
> > Good point about the WAV data. I think we should perhaps put the WAV
> > files back in the repository again, under a different directory than
> > trunk (a /raw_data directory, perhaps).
> That's an idea I did not yet think of. Perhaps seperate the data completely?
> And provide an extra tarball on releases?
We had that discussion last year, didn't we? Then we'd need hints in the
SVN log like "This needs data revision 38772", but it'd save a lot of
space when we use branches (and we might need to branch the data as
well). I like the idea. Have a separate data tree in SVN, with scripts
to make a release data file (with ogg instead of wav etc.).
--
... whether it is better to spend a life not knowing what you want or to
spend a life knowing exactly what you want and that you will never have it.
-- Richard Shelton
_______________________________________________
Warzone-dev mailing list
[email protected]
https://mail.gna.org/listinfo/warzone-dev