[sldev] Reformatting Textures for the cache

Jason Giglio gigstaggart at gmail.com
Thu Mar 22 09:39:37 PDT 2007

Thomas Rowland wrote:
> That is almost exactly what I suggested, only my email appears to have been
> lost in the list.
> The only thing I had not thought of was the different files for different
> sizes bit. I kind of like the idea of using fixed cell sizes.
> I suggest a thread manage the index and cache, which could if enough ram is
> there be in ram (why cache anyway if there is the ram?).
> The 'raw' data would be of eg. ARGB raster (1 U32==1pixel), as you also
> mention.

I don't know if we can store much raw RGBA raster in any meaningful way. 
  One 512x512 texture is 1MB.

The "uncomressed cache" could be using some simple and fast compression 
algorithm like RLE, which would still give a huge benefit in size.

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