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148 points ibobev | 1 comments | | HN request time: 0.245s | source
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Stevvo ◴[] No.45153352[source]
Any modern engine does this automatically on PNG import, or as part of material/shader setup. You want different formats for different things, e.g AO, normals, bcs different formats have different compression artifacts.
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pimlottc ◴[] No.45153957[source]
How much extra time does it add for startup? For a single texture it’s probably negotiable but for a modern game, we’re talking about thousands of textures, so maybe it adds up?
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1. cout ◴[] No.45157033[source]
I have no idea how things are done today but in the opengl 1.x era multiple textures would sometimes be stored in a single image, so to get a different texture you would pick different texture coords.