VQ textures are always going to lose some data. As bogglez implied, VQ textures are based on a palette of blocks of pixels. You're not going to get lossless compression with non-trivial VQ-encoded textures -- it's just a fact of life.
VQ-encoding is useful for textures for 3D games (where you won't necessarily notice the lossy nature of the compression), but not so much for any 2D pixel art.
pvr_mem_malloc / pvr_txr_load / sq_cpy and time ...
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Re: pvr_mem_malloc / pvr_txr_load / sq_cpy and time ...
OK. I will keep my code for 3d futur games.
I'll make some test with paletted texture.
I'll make some test with paletted texture.
Re: pvr_mem_malloc / pvr_txr_load / sq_cpy and time ...
Yeah, VQ is more useful for photographed textures (something JPEG will compress better than PNG) than for pixel perfect textures (sprites).BlueCrab wrote: VQ-encoding is useful for textures for 3D games (where you won't necessarily notice the lossy nature of the compression), but not so much for any 2D pixel art.
Wiki & tutorials: http://dcemulation.org/?title=Development
Wiki feedback: viewtopic.php?f=29&t=103940
My libgl playground (not for production): https://bitbucket.org/bogglez/libgl15
My lxdream fork (with small fixes): https://bitbucket.org/bogglez/lxdream
Wiki feedback: viewtopic.php?f=29&t=103940
My libgl playground (not for production): https://bitbucket.org/bogglez/libgl15
My lxdream fork (with small fixes): https://bitbucket.org/bogglez/lxdream
Re: pvr_mem_malloc / pvr_txr_load / sq_cpy and time ...
Just wanted to give you a heads up that I finished programming the spritesheet tutorial. I just need to write the wiki entry now. I put some effort into it and made it quite comprehensive, so in the meantime here's a preview.
...and done. Here's the tutorial: http://dcemulation.org/?title=PVR_Spritesheets
I'll have some Pizza now
...and done. Here's the tutorial: http://dcemulation.org/?title=PVR_Spritesheets
I'll have some Pizza now
Wiki & tutorials: http://dcemulation.org/?title=Development
Wiki feedback: viewtopic.php?f=29&t=103940
My libgl playground (not for production): https://bitbucket.org/bogglez/libgl15
My lxdream fork (with small fixes): https://bitbucket.org/bogglez/lxdream
Wiki feedback: viewtopic.php?f=29&t=103940
My libgl playground (not for production): https://bitbucket.org/bogglez/libgl15
My lxdream fork (with small fixes): https://bitbucket.org/bogglez/lxdream
Re: pvr_mem_malloc / pvr_txr_load / sq_cpy and time ...
It's amazing.
Thanks for your code, it'll really help the community. And me
Thanks for your code, it'll really help the community. And me
Re: pvr_mem_malloc / pvr_txr_load / sq_cpy and time ...
You're welcome. Make sure to tell me if something's unclear or doesn't work.tonma wrote:It's amazing.
Thanks for your code, it'll really help the community. And me
Wiki & tutorials: http://dcemulation.org/?title=Development
Wiki feedback: viewtopic.php?f=29&t=103940
My libgl playground (not for production): https://bitbucket.org/bogglez/libgl15
My lxdream fork (with small fixes): https://bitbucket.org/bogglez/lxdream
Wiki feedback: viewtopic.php?f=29&t=103940
My libgl playground (not for production): https://bitbucket.org/bogglez/libgl15
My lxdream fork (with small fixes): https://bitbucket.org/bogglez/lxdream
Re: pvr_mem_malloc / pvr_txr_load / sq_cpy and time ...
I updated the tutorial's zip archive with some fixes as well as the images and added a caveat section, so please redownload.
Wiki & tutorials: http://dcemulation.org/?title=Development
Wiki feedback: viewtopic.php?f=29&t=103940
My libgl playground (not for production): https://bitbucket.org/bogglez/libgl15
My lxdream fork (with small fixes): https://bitbucket.org/bogglez/lxdream
Wiki feedback: viewtopic.php?f=29&t=103940
My libgl playground (not for production): https://bitbucket.org/bogglez/libgl15
My lxdream fork (with small fixes): https://bitbucket.org/bogglez/lxdream