DXT compressed textures can be prevented for download on a device which doesn't support it.
DXT压缩纹理,可以防止下载的设备上不支持它。
Some images are prone to visual artifacts in the alpha channels of PVRT-compressed textures.
有些图片在PVRT压缩纹理的alpha通道容易产生视觉缺陷。
Some images are prone to visual artifacts in the alpha channels of PVRT-compressed textures.
某些图像经过PVRT压缩后可能会在alpha通道中出现一些视觉瑕疵。
Compressed textures require only a fraction of memory bandwidth compared to full blown 32bit RGBA textures.
压缩纹理仅使用未压缩32位的RG BA纹理所需的内存带宽的一小部分。
Compressed textures use only a fraction of the memory bandwidth needed for uncompressed 32bit RGBA textures.
压缩纹理占用的存储带宽只有未压缩的32位RG BA纹理的一小部分。
Compressed textures use only a fraction of the memory bandwidth needed for uncompressed 32bit RGBA textures.
压缩纹理仅使用未压缩32位的RG BA纹理所需的内存带宽的一小部分。
Compressed textures use only a fraction of the memory bandwidth needed for uncompressed 32bit RGBA textures.
压缩后的纹理所占用的内存带宽只相当于未压缩的32位RG ba纹理的一小部分。
Using Compressed textures will decrease the size of your textures (resulting in faster load times and smaller memory footprint) and can also dramatically increase rendering performance.
使用压缩纹理会减少纹理大小(结果是更快的加载速度和更小的内存占用)并且大幅提高渲染性能。
Rectangular textures can not be compressed to PVRTC formats.
矩形纹理不能被压缩到PVRTC格式。
Use compressed texture formats when possible, otherwise prefer 16bit textures over 32bit.
如果可以,尽量使用压缩纹理格式;否则,16位格式纹理性能好于32位的。
Diffuse, specular, emission textures or light maps will be compressed into PVR4 format.
漫反射,高光,自发光纹理或光照贴图将被压缩到PVR4格式。
Diffuse, specular, emission textures or light maps will be compressed and gamma corrected (2.2) mipmaps will be created for them.
漫反射,高光,自发光纹理或光照贴图将被压缩而且伽马修正(2.2)mipmaps对于它们将被创建。
Diffuse, specular, emission textures or light maps will be compressed and gamma corrected (2.2) mipmaps will be created for them.
漫反射,高光,自发光纹理或光照贴图将被压缩而且伽马修正(2.2)mipmaps对于它们将被创建。
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