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Hi all.
I have a question that I had since long time and now cgfx has been update in Maya I really would like to know how Maya work with .dds files in general and in cgfx case.
I’ve search for long time how optimize textures in the Maya viewport.
Of course giving a jpeg of 4096 or a bmp of 4096 is the same for the GPU memory as Maya decompress the whole texture and put it uncompressed in the GPU memory.
But in the case of .dds? Did Maya put the .dds data without decompress it?
I don’t feel it…
And in the case of cgfx shaders? Did Maya (which maybe use cgfx to handle .dds) put the .dds data without decompress it?
I had ask many video game cgfx shadr writer working on Maya but no one could have told me how maya handle .dds textures.
If there is someone from Autodesk or having enough informations about this which could answer, this could really help me.
Actually, I would like to do nice viewport shading for playblast validation with directors and nice texture (not 256x256...) is important for this. :)
If someone which know even a little piece of answer, thank in advance! :)
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