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  • Texture Atlases – Part 4 – Compressing Them

    OK, so we have loved them, made them, used them, now I recommend compressing them.
    There are four of options for compressions technologies in the apple PVRTC tool, texturetool:
    –channel-weighting-linear
    –channel-weighting-perceptual
    –bits-per-pixel-2
    –bits-per-pixel-4
    For realistic looking images, they recommend perceptual, but there’s still a lot of artifacting with that technology.
    You might try compressing them with [...]

  • Texture Atlases – Part 3 – Using Them

    OK, so we have seen how cool they are, we’ve discussed how to make them, now we are going to look at how to read them into your OpenGL application.
    First you need to understand how textures map in Open GL. Jeff Lemarche does an amazing job explaining that in his blog, http://iphonedevelopment.blogspot.com/2009/05/opengl-es-from-ground-up-part-6_25.html.
    I love [...]

  • Texture Atlases – Part 2 – Making Them

    Making texture atlas is either the responsibility of the artist or the developers. In my last project it was the developers
    So I created a tool that produced square pngs files with widths and heights a power of two (128×128, 256×256, 512×512, 1024×1024).  These texture atlases contained as many smaller images as possible.

    I then stored information [...]