Hello guys
I dont really understand which format to choose for transparent
textures. (Or textures at all)
I always used .pngs because they seemed to work fine and .tga sometimes had
strange (Way too large) kb sizes I didnt understand.
As far as I read does tga save processing power when you have black spaces or something like that ? And I read that TGA is a outdated format beeing created by IdTech which is using something better and new now ?
.tiff is lossless and can save layers, I get that.
Are there any other better formats ?
Please enlighten me
Replies
Either one should be fine really.
as it makes no sense why png's have only applied alpha channel and most other formats dont. or the other way around, why only png have an applied alpha and not an explicit channel.
anyways i guess most people just went along and work with it anyways ( me too )
there is this little plugin http://www.fnordware.com/superpng/ which allows for explicit alpha in png - just good to know
Issue with pngs for textures is that PNG compression will optimise the transparent parts of your image down to block colours (but not on images with an alpha channel rather than transparency - which Photoshop doesn't natively support). Which, if you'll definitely be using it for transparency, isn't an issue, but is for other stuff you want full RGBA info intact.
So PNGs are smaller but the format compresses the image worse ?
TGA handles mipmapping better so pixels dont get disorted as much when
scaled I read out ?
I dont quite get the transparency >< alpha thing
Could you explain it a bit more visual please ?
You can not set the colour value of semi-transparent pixels ?
This results in what exactly ?
TGA is uncompressed (larger files), where PNG is compressed (smaller files).
Neither format has mip maps.
TGA has RGBA channels. PNG has RGBA but the alpha channel is either stored as a separate channel (like TGA) or as a transparency amount.
Some PNG compressions try to lower the file size by filling areas which are black in the alpha channel with block colour. So if this method is used, the colour data in the RGB channels is lost.
More reading here;
http://www.smashingmagazine.com/2009/07/15/clever-png-optimization-techniques/
Please correct me if I'm wrong, or if someone else remembers this.
almost all game engines olny use png or tga, for getting content into the game engine, once it is there it is usually converted to dds, and gets mipmaps generated for it.