Jump to content

Texturing Format Information (Modders Please Read!)


Recommended Posts

Jup. And automatic resizing seems to only occur if necessary. The directx texture behind a texture resource created by unity could have 64x20 when created with that resolution on my system. NPOT is still not recommended, ofc!

Some other details that surprised me/ i found interesting (though are directx specific):

- There is no real RGB24. A texture created with this format usually becomes D3DFMT_X8R8G8B8 with still 4 byte per pixel. Thus using RGB24 to save GPU memory doesn't make sense. Its still nice to tell unity to compress to DXT1, ofc.

- All textures i encountered so far were D3DPOOL_MANAGED. That means all of them are backed by system ram. Making them non-readable only gets rid of Unity's own backing (for editing, i suppose). Though i don't understand why textures cannot become readable again, especially when reading/writing all pixels anyway (and at least from a DirectX point of view). This also explains how unity can survive "simpler" device resets.

Hmmm... as for the making non-readable, it is likely there for platform compatability.

Link to comment
Share on other sites

This thread is quite old. Please consider starting a new thread rather than reviving this one.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...