About the use of compressed texture

There are a variety of texture formats usable to draw Sprites. When choosing the format, caution must be taken “if the hardware to execute meets the texture’s format”.

Generally, there are three kinds of the storing format usable as texture.

1.Non-compressed texture

The format that records pattern designs, as is, of the texture of BMP and TGA, mainly.

2.Texture compressed upon storing

The format in which texture is compressed when recorded in the file of PNG, JPEG, etc., mainly and the compression is actually stored in the hardware VRAM (GPU-exclusive memory) in the uncompressed (developed) state.

3.Compressed Texture to be developed upon drawing

The format in which the compressed data of DXT and PVR, etc. is stored on VRAM as is and it is automatically developed by GPU’s hardware function upon drawing.

As for 1. and 2., the program which operates the created animation data will determine whether there is a process to define texture’s format to VRAM or not, i.e., usable or unusable. As for 3., it depends on the hardware specifications. Please check the specifications at first (Some models of Android and old video cards cannot display).