2023-03-15, 14:20
In other news, please see that your textures are properly authored. Omega is be able to support single/dual channel textures, if some other work I'm doing lands. If your textures are properly done, the texture packer can create optimized textures out of PNGs.
There will be additional texture formats introduced. Luma (L), alpha (A) and luma+alpha (LA). Those textures use only 25-50% of memory resources, compared to the current RGBA format.
The texture packer can optimize textures in the following cases:
- If the color channels are white for the whole texture, it is stored as an alpha only texture
- If the texture color is greyscale without alpha, it is stored as a luma texture
- If the texture color is greyscale with alpha, it is stored as a luma+alpha texture
Keep in mind the following:
- Use a pure greyscale PNG if you want to quarantee it to be a luma texture
- Use a greyscale+alpha PNG if you want to guarantee it to be a luma+alpha texture
- Make the whole greyscale channel white (even transparent pixels!) if you want it to be an alpha texture
- Use diffuse colours and such optimized textures if possible
- Don't use indexed PNGs (they decode to LA instead of L in case of Estuary)
In case of Estuary, we can reduce the memory footprint of all textures from around 65MB to 20MB, as most of the textures are "alpha only" (icons and such). Over 80% of all its textures have no information in the colour channels.
There will be additional texture formats introduced. Luma (L), alpha (A) and luma+alpha (LA). Those textures use only 25-50% of memory resources, compared to the current RGBA format.
The texture packer can optimize textures in the following cases:
- If the color channels are white for the whole texture, it is stored as an alpha only texture
- If the texture color is greyscale without alpha, it is stored as a luma texture
- If the texture color is greyscale with alpha, it is stored as a luma+alpha texture
Keep in mind the following:
- Use a pure greyscale PNG if you want to quarantee it to be a luma texture
- Use a greyscale+alpha PNG if you want to guarantee it to be a luma+alpha texture
- Make the whole greyscale channel white (even transparent pixels!) if you want it to be an alpha texture
- Use diffuse colours and such optimized textures if possible
- Don't use indexed PNGs (they decode to LA instead of L in case of Estuary)
In case of Estuary, we can reduce the memory footprint of all textures from around 65MB to 20MB, as most of the textures are "alpha only" (icons and such). Over 80% of all its textures have no information in the colour channels.