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Game engine developer details Haar wavelet compression for 3D texture storage

A developer building a 3D polygonal game engine describes using Haar wavelet basis functions to compress low-contrast textures and their mipmaps. The piece explains that a typical 256x256 texture consumes 256KB of RAM, and that a scene with dozens of visible textures plus many more stored off-screen can require roughly 200MB of memory, a burden for typical end-user computers at the time.