Comments on: The case for DDS https:/2007/08/the-case-for-dds/ Developer resources for the X-Plane flight simulator Tue, 01 Feb 2011 02:23:04 +0000 hourly 1 https://wordpress.org/?v=6.6.1 By: Jack Skieczius https:/2007/08/the-case-for-dds/#comment-1285 Tue, 18 May 2010 15:47:08 +0000 http://www.x-plane.com/dev_blog/?p=464#comment-1285 Awesome stuff. i should have done a search in the blog for this.
thanks for pointing me in the right direction.

as always i enjoy your blog and always check in to see whats new from time to time.

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By: madine https:/2007/08/the-case-for-dds/#comment-1286 Fri, 12 Oct 2007 05:58:00 +0000 http://www.x-plane.com/dev_blog/?p=464#comment-1286 And do you think we will have this DDS compression in XP9 … or in the next “major” v8 update that Austin talked about recently ????
it would be great for all the orthophoto sceneries developpers like me and will help both for the size adn the loading of the scenery !

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By: Ryusennin https:/2007/08/the-case-for-dds/#comment-1287 Thu, 30 Aug 2007 13:08:00 +0000 http://www.x-plane.com/dev_blog/?p=464#comment-1287 “but we are using them in some of the under-development features”

By Jove, you mean, like in normal maps for aircraft textures? Woot! Although they could certainly be useful for terrain as well. Mmm…

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By: Dan31 https:/2007/08/the-case-for-dds/#comment-1288 Mon, 27 Aug 2007 13:32:00 +0000 http://www.x-plane.com/dev_blog/?p=464#comment-1288 GraphicConverter could save image as DDS on a Mac

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By: Benjamin Supnik https:/2007/08/the-case-for-dds/#comment-1289 Sat, 25 Aug 2007 23:24:00 +0000 http://www.x-plane.com/dev_blog/?p=464#comment-1289 Yes – DXT + normal maps = world of hurt. 🙂 We don’t ship any in the sim but we are using them in some of the under-development features, and they are flagged as “do not compress”, just like textures with very small text details and textures where we need the alpha channel to be unmolested.

(4-bit alpha from DXT3 is inadequate for us a lot of the time, and DXT5 limits the high frequency possibilities of the alpha channel for us in others.)

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By: Ryusennin https:/2007/08/the-case-for-dds/#comment-1290 Sat, 25 Aug 2007 23:20:00 +0000 http://www.x-plane.com/dev_blog/?p=464#comment-1290 Great news. DDS is the way to go.

I’m dealing almost every day with DDS textures in Oblivion; even in DXT1, the compression artifacts are not a problem. The only case where an agressive compression can make a very noticeable difference is when compressing normal maps in DXT1, and I dont remember X-Plane using them anywhere in the sim.

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By: Benjamin Supnik https:/2007/08/the-case-for-dds/#comment-1291 Sat, 25 Aug 2007 21:42:00 +0000 http://www.x-plane.com/dev_blog/?p=464#comment-1291 Does it work for a Mac…the answer is…well…

DDS is a _file format_…in other words, it’s an agreement about how to encode data onto a hard drive. (Computer scientists, stop cringing. 🙂 So it’s not specific to Mac or PC, and doesn’t really depend on a particular computer.

THEORETICALY speaking, any file format should be POSSIBLE for any operating system.

Now a file format is useless unless you can READ the file, and that’s where the question comes: can somebody program the Mac to read this file?

In the answer of DDS the answer is: yes definitely. You don’t need DirectX to read a DDS file…you just need to write a program.

Most file formats can be supported on any operating system.

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By: Francisco https:/2007/08/the-case-for-dds/#comment-1292 Sat, 25 Aug 2007 13:14:00 +0000 http://www.x-plane.com/dev_blog/?p=464#comment-1292 Does it work on a Mac though?

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