DDS texture question

General discussion about Celestia that doesn't fit into other forums.
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Reiko
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DDS texture question

Post #1by Reiko » 23.10.2008, 20:01

Why is it that when I use a 4k texture that is in .PNG format my computer explodes into molten lava but when I use an 8k texture that is .DDS it runs nice and smooth?

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t00fri
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Re: DDS texture question

Post #2by t00fri » 23.10.2008, 20:51

Reiko wrote:Why is it that when I use a 4k texture that is in .PNG format my computer explodes into molten lava but when I use an 8k texture that is .DDS it runs nice and smooth?

Because unlike PNG, DDS format has HARDWARE support from your graphics card processor (GPU)! It is unpacked this way in almost no time. Remember how slow Celestia would run, if you had to use software OpenGL (called Mesa) rather than it's hardware implementation! In software OpenGL mode you would get at best 1 fps (!) when Celestia runs.


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Reiko
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Re: DDS texture question

Post #3by Reiko » 23.10.2008, 22:00

Oh I see, thanks! Now I will have to redo all of my planet textures I've been working on into larger .DDS format. :D

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t00fri
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Re: DDS texture question

Post #4by t00fri » 23.10.2008, 23:05

Reiko wrote:Oh I see, thanks! Now I will have to redo all of my planet textures I've been working on into larger .DDS format. :D

Just download and install the binary NVIDIA-texture-tools 2 package from here
(it's simple, by means of an installer)
http://developer.nvidia.com/object/texture_tools.html
The download is near the bottom of the page, a bit hard to see...

There is a nice DDS viewer from NVIDIA, too, called WTV (aka Windows Texture Viewer)
Install it from here
http://developer.nvidia.com/object/wind ... iewer.html

If you got a RGB colored *.png texture, tex.png, you can convert it to dds simply with this command typed in at your Windows console:

nvcompress -bc1 tex.png

If you have also an alpha channel (A), carrying spec or transparency info, i.e. if your texture is RGBA, then the command is

nvcompress -bc2 tex.png

In the same directory, you will find then a DDS file, tex.dds.

Note that for dds compression, the width AND height of your texture must be dividable by 4!!!

Good luck,
Fridger
Last edited by t00fri on 23.10.2008, 23:12, edited 2 times in total.
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Topic author
Reiko
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Re: DDS texture question

Post #5by Reiko » 23.10.2008, 23:11

Thank you for the tips and links. :)

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John Van Vliet
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Re: DDS texture question

Post #6by John Van Vliet » 28.10.2008, 05:47

--- edit ---
Last edited by John Van Vliet on 25.10.2013, 03:32, edited 1 time in total.

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t00fri
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Re: DDS texture question

Post #7by t00fri » 28.10.2008, 09:10

john Van Vliet wrote:even though this is a dds post you mentioned a 4 k png file .If you resave it in gimp and use no compression ( that is set to 0 - the default is 6 , mine are at 4 and some set it to 9 ) then you might get up to 4x faster loading speed

9 indeed should not been used, For the PNG output in my texture tools I also follow that philosopy. 4 is an optimal compromise. Even 1 is already compressed surprisingly much.

Fridger
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