| ▲ | Anatomy of a Texture(agentlien.github.io) | ||||||||||||||||
| 39 points by Agentlien 5 hours ago | 9 comments | |||||||||||||||||
| ▲ | Agentlien 5 hours ago | parent | next [-] | ||||||||||||||||
I just uploaded a new article describing how a modern video game texture is stored in graphics memory, why it's done this way, and how it may differ between platforms. It is called Anatomy of a Texture. | |||||||||||||||||
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| ▲ | taylor-tg 3 hours ago | parent | prev | next [-] | ||||||||||||||||
Really enjoyed this, refreshing to read something passionate and hand written. I had no idea how much complexity existed in something as innocuous as handling textures between platforms. Also pretty cool getting a glimpse into the work 505 does helping developers get their games in front of more people. I had no idea 505 was the publisher[0] for so many recognizable titles. | |||||||||||||||||
| ▲ | essai57 an hour ago | parent | prev | next [-] | ||||||||||||||||
Really nice article, thanks for writing it! I recently dabbled in some of this in connection with modding a game and there encountered the hierarchy you describe of mips, tiles, blocks and texels, so very relatable. Great write-up! | |||||||||||||||||
| ▲ | augment_me an hour ago | parent | prev | next [-] | ||||||||||||||||
Why not compress the texture using NTC, VAE-VQ or some neural codec into a general embedding space of uint8 and then just expand and create mipmaps and similar using the target hardware standard? | |||||||||||||||||
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| ▲ | doormatt 3 hours ago | parent | prev [-] | ||||||||||||||||
Fantastic read! Not even a hint of LLMisms. | |||||||||||||||||
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