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I'm seriously considering integrating bgfx into my game engine. My engine is pretty large/complex. I've been working on it since 2004, with around 1800 source files at this point. I'm currently using the old DirectX9 API to render, and I'm trying to find a good replacement. Hopefully one that won't become obsolete before my project is finished again!
One of my first concerns is that it looks like bgfx (eg, bgfx::createTexture() ) requires texture image data to be in DDS, KTX or PVR formats. My question is - how difficult would it be to load raw or PNG based textures into bgfx programmatically?
I know there is an offline converter tool, but I don't relish the idea of having to convert all of my game's texture assets to another format offline. I chose PNG, because apps like Blender and Photoshop can easily read it. If I switch to another format, I would end up having to keep two copies of every image for my projects, which would become very costly, pretty quickly. Especially when assets these days require 4-5 textures each.
Sorry to ramble on there. My hope is that there is some type of native support to create textures with generic color data or PNG data? Is there an easy way to do this? Or does everyone usually just adopt one of the three supported formats? Thanks!
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