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 [
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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