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Anatomy of a Texture

96 pointsby Agentlienyesterday at 2:28 PM15 commentsview on HN

I just uploaded a new article describing how a modern video game texture is stored in graphics memory, why it's done this way, and how it may differ between platforms.

It is called Anatomy of a Texture.


Comments

finn888yesterday at 11:29 PM

Spent way too long trying to get a rusty metal texture just right in Unity once. The PBR pipeline is no joke.

essai57yesterday at 6:03 PM

Really nice article, thanks for writing it! I recently dabbled in some of this in connection with modding a game and there encountered the hierarchy you describe of mips, tiles, blocks and texels, so very relatable. Great write-up!

taylor-tgyesterday at 4:12 PM

Really enjoyed this, refreshing to read something passionate and hand written. I had no idea how much complexity existed in something as innocuous as handling textures between platforms.

Also pretty cool getting a glimpse into the work 505 does helping developers get their games in front of more people. I had no idea 505 was the publisher[0] for so many recognizable titles.

[0] https://en.wikipedia.org/wiki/List_of_505_video_games

cubefoxyesterday at 6:16 PM

Suggestion: Adding dates to your blog posts would be helpful. The first sentence mentioned "last year" and I was confused what that meant since the post was undated.

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augment_meyesterday at 6:09 PM

Why not compress the texture using NTC, VAE-VQ or some neural codec into a general embedding space of uint8 and then just expand and create mipmaps and similar using the target hardware standard?

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ethan-winterstoday at 5:21 AM

enjoyed this

cineticdaffodilyesterday at 9:48 PM

[dead]

doormattyesterday at 3:53 PM

Fantastic read! Not even a hint of LLMisms.

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