贴图比较:DDS vs TGA vs PNG

本文探讨了在游戏开发中选择纹理格式的问题,重点比较了DDS、TGA和PNG三种格式的优缺点。作者偏爱无损且支持MIP映射的格式,最终结论是,PNG适合开发和原始文件,对于单位的团队颜色,推荐使用DDS(DXT3),而特征、地图和无团队颜色的单位则推荐DDS(DXT1)。对于高分辨率工作流程,建议使用PNG并用批处理工具如The Compressonator转换为DDS格式。
摘要由CSDN通过智能技术生成

原文:https://springrts.com/phpbb/viewtopic.php?t=18231

I can see this debate has raged awhile and opinions differ but I'm having trouble working out the factual information from the opinions and out-of-date stuff. Basically I'm at the start of my mod work and I want to use the "best" texture format going forward. 

I'd prefer the format not be lossy and to be capable of mip-mapping. It would be good for it to have good performance on game start and during the game. It should also be reasonable easy to load in image software. I know I can't have everything but my preference would be for performance over other concerns (I'll be running games with very high unit counts).

My preferred format is currently PNG, but I was wondering if anyone could shed some light on the matter as far as the current engine goes.

PNG (32bit) / TIFF
Lossless
Very good compression (use LZW or Deflate for Tiff)
Excellent image software support
No embedded mip-maps

TGA

评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值