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At this point we've successfully loaded 1 or more images and constructed a single texture which is ready for use in the engine, if we choose to save it as is. However, often times we'd like to use a block compression format in order to save memory on the GPU. These formats can be decoded quickly by the hardware and therefore we only have to save our textures using the proper encoding, and then load the resulting resource directly to the GPU.
In this video I'm going to give a brief summary of block compression formats and their use-cases. After Block Compression formats, I'll discuss linear and sRGB color spaces, and how they're used in textures and for color calculations.
🟥(Red Episode)
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00:00 - intro
01:09 - explain block compression formats
08:43 - explain sRGB color space
further reading:
Understanding BCn Texture Compression Formats: https://www.reedbeta.com/blog/underst...
Block Compression: https://learn.microsoft.com/en-us/win...
BC6H reference: https://learn.microsoft.com/en-us/win...
BC7 reference: https://learn.microsoft.com/en-us/win...
The sRGB Learning Curve: / the-srgb-learning-curve
Use DirectX with Advanced Color on high/standard dynamic range displays: https://learn.microsoft.com/en-us/win...
sRGB wikipedia: https://en.wikipedia.org/wiki/SRGB#Th...
Data Conversion Rules: https://learn.microsoft.com/en-us/win...
keywords: graphics, renderer, directx, direct3d,
by Arash Khatami
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#PrimalEngine #GameEngineSeries #GameEngineProgramming #TheGameEngineProgrammingSeries