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AppGameKit Classic Chat / ASTC texture format in AGK2?

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Xaby
FPSC Reloaded TGC Backer
17
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Joined: 17th Apr 2007
Location: Berlin
Posted: 1st Nov 2016 13:30 Edited at: 28th Sep 2018 08:15
I wanted to know, if it would be possible to have support in AGK2 for ASTC and Vulcan.

I saw this article, and find it awesome.
https://developer.nvidia.com/astc-texture-compression-for-game-assets

Thanks for thinking about the possibilities

Also interessting, Video:


For Compression maybe could using that? http://malideveloper.arm.com/resources/tools/mali-gpu-texture-compression-tool/

Or with BC7 support? : https://software.intel.com/en-us/articles/intel-texture-works-plugin
damothegreat
User Banned
Posted: 2nd Nov 2016 17:29
Not too sure here..

But given me some idea....sorry maybe going slightly off!


To be able to "compress" graphical files even further.. By-

- Loading image into memblock
- Looping through taking each byte
- Each byte consists of R G B A
- Loop through and forgot the Alpha bit - this is generally 255 anyway on an external image
- With the Alpha bit removed, we can shift 1 byte from the next one

Thus, reducing an image

So, eg an image before..

192,28,39,255,38,56,54,255,58,102,102,255,82,78,92,255,63,98,253,255,28,39,45,255,39,10,29,255,38,92,89,255,28,33,44,255 = 36 bytes of 4 (plus 12 header) == 156b file

compressed=

192,28,39,38,56,54,58,102,102,82,78,92,63,98,253,28,39,45,39,10,29,38,92,89,28,33,44 = 27 bytes of 4 (plus 12 header )== 120b file

----

Decompess - just read in the first 3 bytes and add a 255 byte and set memblock and loop round until image is complete


Damo


Using Tier 1 AppGameKit V2
Started coding with AMOS
Xaby
FPSC Reloaded TGC Backer
17
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Joined: 17th Apr 2007
Location: Berlin
Posted: 3rd Nov 2016 08:52
I also could use PNG or JPEG, but would I realy save memory in the RAM?
You say, I could vonvert the images from 32 Bit to 24 Bit, from RGBA to RGB.

With ASTC the graphics card could utilize direct compressed memory-images.

So I have nothing to do with decompression. End the compression (encoding) would be before I load the assets into my game with an external program. Maybe something like XnConvert or Photoshop PlugIn etc.

I don't want the decompressed memory.

ASTC would be nice twice. Little space in Disk (File) and little space in Memory.
While PNG and JPEG have to decompress and will need the same Memory like uncompressed files from Disk (File).

Also if the space in Memory is there, to uncompress maybe 200 JPEGs could cost much time.

To realy understand the benefit you mean, it would be helpful to get an example code. How would I create the texture with your method?
Xaby
FPSC Reloaded TGC Backer
17
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Joined: 17th Apr 2007
Location: Berlin

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