Question about Dump data HlmsTextureManager

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eduardor
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Question about Dump data HlmsTextureManager

Post by eduardor »

Hello. I'm working in an application, and I'm interesting to learn about how optimize the texture that I use.

I read the information about texture in this link:
https://ogrecave.github.io/ogre/api/2.1/hlms.html

And in my app I use HlmsTextureManager::dumpMemoryUsage to watch the stadistics, that I upload as an imagein this post.

Watching this numbers and the documentation I want to clarify and ask some question.

No compressed are texture PNG or JPG.

Compressed are the same texture but in DDS format, that were compressed using Texconv (BC5) and photoshop Intel plug-in (DXT1 and DXT5).

In overall use compressed texture improve the size in MB, but:

1. The % of occupancy in compressed texture is good?, because I realized that I'm only using 9% os the memory the HLMS Texture Manager, so I'm a little bit confusing about the meaning of this parameters that I found in the documentation.

2. I realized that DXT5 (used for RGB+A) is bigger that using PF_SHORT_RGBA, is that normal?, is better in that case use compressed file?.

3. I read in the documentation:
http://www.ogre3d.org/2015/02/09/ogre-2 ... zdo-branch

That recommend to use BC5 for normal map, but I realized that the size in bytes has a big difference, while Diffuse and Monochrome is lower in size overall. The normal, on the contrary, increase.

So here I'm a little bit confuse about what format use.


Really thanks for any help :)
Eduardo
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