[Flightgear-devel] Textures sizes, DDS

2011-11-06 Thread HB-GRAL
Hi all I just noticed today that the textures folder in scenery growed from 50 MB to ~200 MB. But I don’t see that many new textures ? I read once here that the benefit from getting DDS is also we get smaller file sizes for the textures. But now I see textures like crop (and cropA) DDS files t

[Flightgear-devel] Textures sizes, DDS

2011-11-06 Thread Heiko Schulz
>If your using dxt compression, which is why most people use dds, then >it is NOT equal to the original image. Amount of degradation will >depend on the image, resolution, type of dxt used, etc..but will never >be the same or better quality. This applies to every texture file which use compression

Re: [Flightgear-devel] Textures sizes, DDS

2011-11-06 Thread Heiko Schulz
Hello, >I just noticed today that the textures folder in scenery growed from 50 >MB to ~200 MB. But I don’t see that many new textures ? I read once here >that the benefit from getting DDS is also we get smaller file sizes for >the textures. But now I see textures like crop (and cropA) DDS file

Re: [Flightgear-devel] Textures sizes, DDS

2011-11-06 Thread HB-GRAL
Am 06.11.11 13:50, schrieb Heiko Schulz: > > Quality compared with other compressed texture-formats like .png is btw. much > higher. > Hi Heiko What I am thinking about at the moment is: Where are the GPL origins of the new textures ? In the textures folder too ? And btw. there have been only

Re: [Flightgear-devel] Textures sizes, DDS

2011-11-06 Thread Jacob Burbach
On Sun, Nov 6, 2011 at 9:10 AM, HB-GRAL wrote: > Just a technical question: I know it is not a big deal to convert new > textures to .dds format, but when I want to start to work on textures > should I convert back to another format and convert to dds again ? Or > should I start with origins and w

Re: [Flightgear-devel] Textures sizes, DDS

2011-11-06 Thread HB-GRAL
Am 06.11.11 15:22, schrieb Jacob Burbach: > On Sun, Nov 6, 2011 at 9:10 AM, HB-GRAL wrote: >> Just a technical question: I know it is not a big deal to convert new >> textures to .dds format, but when I want to start to work on textures >> should I convert back to another format and convert to dds

Re: [Flightgear-devel] Textures sizes, DDS

2011-11-06 Thread Heiko Schulz
>And btw. there have been >only 4 or 5 replacements/additions for covers ... >Thanks, I will do so. And where do I find the lossless origins now in >the repo ? Do the origins co-exist in the repo, as png, or as GIMP files ? Ouch!! 1.) the whole .dds-texture are currently additional in 2.5.0 to

Re: [Flightgear-devel] Textures sizes, DDS

2011-11-06 Thread HB-GRAL
Am 06.11.11 16:32, schrieb Heiko Schulz: >> And btw. there have been >> only 4 or 5 replacements/additions for covers > ... > >> Thanks, I will do so. And where do I find the lossless origins now in >> the repo ? Do the origins co-exist in the repo, as png, or as GIMP files ? > > Ouch!! Ouch ? >

Re: [Flightgear-devel] Textures sizes, DDS

2011-11-06 Thread Jacob Burbach
> In many cases the original files are the .png. And when new textures added as > only .dds then take Gimp, add the .dds-plugin, open the file and see: > this is the origin! ;-) If your using dxt compression, which is why most people use dds, then it is NOT equal to the original image. Amount o

Re: [Flightgear-devel] Textures sizes, DDS

2011-11-06 Thread Heiko Schulz
O.k., regarding .png I was wrong, I just see that .png is lossless. still in work: http://www.hoerbird.net/galerie.html But already done: http://www.hoerbird.net/reisen.html -- RSA(R) Conference 2012 Save $700 by Nov 18

Re: [Flightgear-devel] Textures sizes, DDS

2011-11-06 Thread Heiko Schulz
Hello, >Ouch ? This was regarding about your statement about the 4-5replacements/additionals and maybe I'm wrong, but I think I can read something between your lines. You are not happy with the conversion to .dds-files, right, though you didn't spoke out yet ? With .dds editing and reediting

Re: [Flightgear-devel] Textures sizes, DDS

2011-11-06 Thread Jacob Burbach
One could argue that things like dds do not belong in the 'source' data distribution at all, but be generated automatically by some tool when building the 'release' data. For example content devs only work with, and check in/out source imagery, and then run the tool to generate the final dds imager

Re: [Flightgear-devel] Textures sizes, DDS

2011-11-06 Thread Gary Neely
On Sun, Nov 6, 2011 at 11:23 AM, Heiko Schulz wrote: >>If your using dxt compression, which is why most people use dds, then >>it is NOT equal to the original image. Amount of degradation will >>depend on the image, resolution, type of dxt used, etc..but will never >>be the same or better quality.

Re: [Flightgear-devel] Textures sizes, DDS

2011-11-06 Thread Gary Neely
On Sun, Nov 6, 2011 at 7:50 AM, Heiko Schulz wrote: > Hello, > >>I just noticed today that the textures folder in scenery growed from 50 >>MB to ~200 MB. But I don’t see that many new textures ? I read once here >>that the benefit from getting DDS is also we get smaller file sizes for >>the textur

Re: [Flightgear-devel] Textures sizes, DDS

2011-11-06 Thread Gary Neely
This topic raises a point about distribution of non-critical files. For example, my 1049H Constellation has a number of large files that aren't necessary for flying the plane. I have source PSDs for livery-makers, and Yakko's terrific How-to for flying the 1049H. Both are directly beneficial to int

Re: [Flightgear-devel] Textures sizes, DDS

2011-11-06 Thread Anders Gidenstam
On Sun, 6 Nov 2011, Gary Neely wrote: > This topic raises a point about distribution of non-critical files. > For example, my 1049H Constellation has a number of large files that > aren't necessary for flying the plane. I have source PSDs for > livery-makers, and Yakko's terrific How-to for flying

Re: [Flightgear-devel] Textures sizes, DDS

2011-11-06 Thread Jacob Burbach
On Sun, Nov 6, 2011 at 3:03 PM, Gary Neely wrote: > The main win for DDS, at least from a game design point of view, is > the ability to maintain a kind of compression while loaded into the > graphics memory. This is (as far as I know) unique to DDS/DXT. There is a texture compression extension t

Re: [Flightgear-devel] Textures sizes, DDS

2011-11-06 Thread HB-GRAL
Am 06.11.11 17:56, schrieb Heiko Schulz: > Hello, > >> Ouch ? > > This was regarding about your statement about the 4-5replacements/additionals > and maybe I'm wrong, but I think I can read something between your lines. > > You are not happy with the conversion to .dds-files, right, though you did

Re: [Flightgear-devel] Textures sizes, DDS

2011-11-06 Thread Robert
I hope that all you guys involved in the dds transition use "nvidia-texture-tools" because: 1. It is Free/OpenSource and platform independent 2. The compression quality is much higher than with the dds-plugin for GIMP Also keep in mind that maybe there are users out there who use OpenSource graphi

Re: [Flightgear-devel] Textures sizes, DDS

2011-11-06 Thread Jacob Burbach
On Sun, Nov 6, 2011 at 7:17 PM, Robert wrote: > I hope that all you guys involved in the dds transition use > "nvidia-texture-tools" because: > 1. It is Free/OpenSource and platform independent > 2. The compression quality is much higher than with the dds-plugin for GIMP However, and correct me i

Re: [Flightgear-devel] Textures sizes, DDS

2011-11-07 Thread Emilian Huminiuc
On Sunday 06 November 2011 21:08:22 Jacob Burbach wrote: > On Sun, Nov 6, 2011 at 7:17 PM, Robert wrote: > > I hope that all you guys involved in the dds transition use > > "nvidia-texture-tools" because: > > 1. It is Free/OpenSource and platform independent > > 2. The compression quality is much

Re: [Flightgear-devel] Textures sizes, DDS

2011-11-07 Thread Ron Jensen
On Sunday 06 November 2011 13:35:11 Anders Gidenstam wrote: > Now that we have per-aircraft repositories I plan to add my "source" > material (blender, svg, datcom, octave, gerris etc files) below a dev > directory in the aircraft's repository. Probably further structured in > FDM, models, ... subd