3 ms·
Have you considered compressed texture formats, perhaps DXT5? Fixed compression ratio (1 byte per pixel for DXT5), arbitrary random access, decompress the pixel
by modeless 5y ago
Have you considered compressed texture formats, perhaps DXT5? Fixed compression ratio (1 byte per pixel for DXT5), arbitrary random access, decompress the pixels you need on the fly. Can be further compressed for efficient storage to about 1-2 bits per pixel with https://github.com/BinomialLLC/crunch https://github.com/BinomialLLC/crunch.
- ErikCorry 5y agoThis is pretty neat. Simple enough to decode, and very simple to do random access. And if we ever port to something with a GPU it's might even be supported. But I worry it might be too visibly lossy, especially for GUI-ish textures.
- modeless 5y agoIt's certainly not going to be perceptually lossless for every image, but good compressors can do pretty well. There's a big difference in quality between good compressors and bad ones. Newer formats like ASTC have better quality but are more complex. ASTC has the advantage of selectable compression ratio from 8 bits per pixel down to 0.89 bits per pixel.