Texture Extensions

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Twaek
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Texture Extensions

Post by Twaek »

Sorry to bug anyone reading this, but I seem to be stuck. A project I'm working on uses a ton of images (about 615 MB), so I was looking into the WebP image format, which should reduce the size by a lot. Problem is, Irrlicht doesn't want to work with it, and I can't seem to figure out how to extend it to load textures from .webp files. If it isn't too much to ask, could somebody point me in the right direction of adding this function?
hybrid
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Re: Texture Extensions

Post by hybrid »

If you think about disk space, png or jpeg should be enough. But if you need to load most of these textures at once into your app you should read about compressed textures. They have specialized formats, not those commonly used as file formats.
Twaek
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Re: Texture Extensions

Post by Twaek »

The textures almost always are just straight drawing of the pictures, though, and usually no more than 30 or so at a time. I wanted to use WebP to help with server issues, but do you suppose the compressed textures would work better?
Marthog
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Re: Texture Extensions

Post by Marthog »

Is the filesize the problem or the memory usage?

You said, that it causes server problems, do you mean that the texture files are too big for a download? Then you don't need compressed textures, just "advanced" fileformats like png.
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Twaek
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Re: Texture Extensions

Post by Twaek »

Sorry, filesize. PNG is good, but I was really hoping I could implement WebP, since bandwidth is finite and expensive. Is there a guide that would help me edit Irrlicht to allow WebP textures?
CuteAlien
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Re: Texture Extensions

Post by CuteAlien »

First time I read about webp - interesting. Basically what you would have to do is to write an image-loader for Irrlicht. As example you can look at all the other image-loaders which are implemented inside Irrlicht.
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Twaek
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Re: Texture Extensions

Post by Twaek »

Yeah, it's a really neat thing Google made. Anyway, I got it to work, thank you very much, all!
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