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Difference between revisions of "DDS Files"
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Although the format is not natively supported by most graphic editing applications, there are a number of [[DDS_Tools|Tools]] designed to handle the format. | Although the format is not natively supported by most graphic editing applications, there are a number of [[DDS_Tools|Tools]] designed to handle the format. | ||
== Types of textures == | |||
There are at least several types of the DirectX textures and their equivalent in the shaders. Note that the textures should contain mipmaps (the same texture copied several times but with lower resolution down to almost a single pixel). | |||
If the mipmap is not present in the texture file then it will be generated on the fly (adding some stress to the CPU/GPU). | |||
If the texture is 1x2 and shader requests color from the middle of that texture then it should get interpolated value (in that case average of the both pixels). | |||
=== 2D texture === | |||
Standard flat texture. It has 2 dimensions (X,Y), can hold 4 colors (Red, Green, Blue, Alpha) and multiple mipmaps. Example: Texture 64x32 with mipmaps 32x16, 16x8, 8x4, 4x2, 2x1. | |||
Declared in shader assembler as dcl_2D. | |||
=== 2D texture array === | |||
Probably not supported by Oblivion's engine thus not described here. | |||
=== 3D texture (volume texture) === | |||
The same as 2D texture but has 3 dimenzions (X,Y,Z). Every layer of pixels in Z dimension is stored as a separate image called slice. Example: Texture 16x8x4 with mipmaps 8x4x2, 4x2x1. | |||
Declared in shader assembler as dcl_volume. | |||
=== 3D cube texture === | |||
6 textures that are laid on the sides of a cube. (needs more info about that). | |||