Compressed textures
- Last UpdatedDec 04, 2023
- 1 minute read
Different target implementations of XR portable engine can be based on different libraries (such as DirectX and OpenGL) depending on what is supported on the target hardware device. From the application developer's perspective, there is no difference because the platform grants the same functionalities on all targets.
The only item that is dependent on the target engine is the supported format for compressed textures.
Using uncompressed texture formats such as TGA or PNG can impact loading times, so sometimes application developers might want to provide already compressed textures in their project.
Supported formats
This table lists the supported format for compressed textures for each XR engine platform.
|
XR Engine |
Supported compressed file |
|---|---|
|
XR-Win |
DDS |
|
XR-P-Win |
DDS |
|
XR-P-iOS |
KTX |
How it works
The XR Engine code is smart. When loading a texture, the XR Engine firstly looks for the compressed version using the extension supported by the target, and then if not present, looks for the uncompressed version. This means that the developer does not need to create two different graphic contents with one referencing DDS and the other referencing KTX. The developer needs only to create one graphic context and provide the compressed textures in the format supported by the targets of interest.
Note: AVEVA does not provide a utility to convert DDS to KTX; however, there are software utilities available that can convert DDS into KTX file format.