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Texture Compression: Difference between revisions

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Furthermore, decompressing textures really needs to be done piecemeal. You need to be able to take a finite quantity of a texture and decompress it by itself. Normal image compression formats simply don't allow that.
 
The most common texture compression system is [http://en.[wikipedia.org/wiki/S3_Texture_Compression:S3 Texture Compression|S3TC]] (or some variation thereof), developed by S3 Technologies. It's the most widely used format, having been used on the PC for many years, and in many consoles. It's also used in handhelds capable of 3D graphics such as the PSP and DS. There are several variations on S3TC.
 
Unlike in typical compression algorithms such as PNG and JPEG, the resulting compression ratio is always the same. If you throw a 32MB texture <ref>that contains RGBA data at 32-bits per pixel</ref> at the algorithm, you'll always get an 8MB texture as a result, for a specific format of compression. Now you can use four textures instead of one, but still only require the same amount of [[Video RAM]].
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