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Texture Compression

2 GoKawiil briefs on this topic

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.

505 Games engineer details GPU texture memory layout challenges in console porting

A developer working at 505 Games on porting a custom PC game engine to consoles published a technical blog post explaining the hidden complexity of converting texture data between platforms. Using a 1024x1024 BC7-compressed wood texture as an example, the post walks through concepts like block compression, texel ordering, mip levels, and texture tiling that must all be correctly handled together to avoid corrupted images.