Examples of using Texture compression in English and their translations into Korean
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S3 Texture Compression.
The main example of this is texture compression.
ASTC(LDR) texture compression format.
MB of free hard disk space(+ 635 MB if video card does NOT support DirectX Texture Compression).
PowerVR Texture Compression.
HDD: 915 MB of free hard disk space(+ 635 MB if video card does NOT support DirectX Texture Compression).
OpenGL texture compression formats By using the element.
As previously mentioned, this article will look at the DXT(S3TC)and 3Dc texture compression formats as well as the A8L8 format.
PVRTC(PowerVR Texture Compression) is used in PowerVR GPUs.
Games will be able to take advantage of tessellation andgeometry shaders, and use ASTC texture compression.
There are many texture compression algorithms that we can use in our games.
For example, if you're creating a video game that uses high-fidelity graphic assets, you might want to create two APKs that each support different texture compression formats.
DXT1/5(S3 Texture Compression) was originally developed by S3 Graphics.
All PC hardware uses S3TC(BC) compression and that has been standardized for more than a decade, but mobile devices use different formats for texture compression, such as PVRTC(iOS) or ETC(Android).
OpenGL texture compression formats By using the<supports-gl-texture> element.
If memory bandwidth is a concern in our game, using texture compression to reduce the size of textures in memory can aid performance.
Texture compression is a technique that can greatly reduce the size of textures both on disk and in memory.
Google Play filters the application unless one or more of the GL texture compression formats supported by the application are also supported by the device.
PVRTC- PowerVR texture compression(PVRTC) is available on a wide variety of devices and supports 2-bit and 4-bit per pixel textures with or without an alpha channel.
These techniques each have their own strengths andweaknesses, and it is important that we have a clear understanding of these before choosing a texture compression format that will be used for a set of texture images.
So, for example, S3 Texture Compression(S3TC) is only available on Tegra-based tablets.
Android 5.0 also introduces the Android Extension Pack(AEP), a set of OpenGL ES extensions that give you access to features like tessellation shaders, geometry shaders,ASTC texture compression, per-sample interpolation and shading, and other advanced rendering capabilities.
ETC1(Ericsson Texture Compression) is used on many mobile phones, most notably on Android.
OpenGL ES 3.1 adds compute shaders, stencil textures, accelerated visual effects,high quality ETC2/EAC texture compression, advanced texture rendering, standardized texture size and render-buffer formats, and more.
The ETC2/EAC texture compression formats are guaranteed to be available when using the OpenGL ES 3.0 API.
Additional information on the 3Dc texture compression algorithm can be found in an ATI white paper titled 3Dc White Paper: WEB.
The ETC2/EAC texture compression formats are guaranteed to be available when using the OpenGL ES 3.0 API.
Depending on each device's support for your texture compression formats, Google Play will deliver it the APK that you have declared to support that device.
ATITC(ATC)- ATI texture compression(ATITC or ATC) is available on a wide variety of devices and supports fixed rate compression for RGB textures with and without an alpha channel.
Note: The ETC1 texture compression format does not support textures with a transparency(alpha channel).