DXT压缩纹理,可以防止下载的设备上不支持它。
DXT compressed textures can be prevented for download on a device which doesn't support it.
未压缩与压缩纹理性能的比较,可以在iOS硬件指南找到。
A comparison of uncompressed vs compressed texture performance can be found in the iOS Hardware Guide.
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.
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.
最小化你的资源:启用PVRTC压缩纹理,并尽可能低降低其分辨率。
Minimize your assets: enable PVRTC compression for textures and reduce their resolution as far as possible.
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 require only a fraction of memory bandwidth compared to full blown 32bit RGBA textures.
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。
Use compressed texture formats when possible, otherwise prefer 16bit textures over 32bit.
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。
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.
本文提出了一种逆向纹理合成技术,用能量优化的方法根据大的全局变化纹理自动生成一个小的压缩纹理。
An inverse texture synthesis technique is proposed to automatically produce a small compaction from a large globally varying texture via energy optimization.
减少内容大小。使用PVRTC压缩纹理并使用更低多边形模型。参见有关减少文件大小的手册页面了解更多信息。
Reduce the size of your content. Use PVRTC compression for textures and use low poly models. See the manual page about reducing file size for more information.
不同的情况下有不同的分辨率,但是确保压缩你的纹理除非你肯定你不应该。
Different solutions for different cases, but be sure to compress textures unless you're sure you should not.
多方向多尺度变换能以更稀疏的方式表示图像的边缘和纹理等几何特征,有利于图像压缩。
The proposed transform could represent the geometrical features such as edges and texture more sparsely, which is of great benefit to image compression.
使用平台特定的纹理压缩。
在提取纹理特征时,为了减少计算量,首先对原图像进行压缩和灰度化。
In extracting texture characteristic, to cut down the amount of calculation, we compress the image and convert it to gray image.
根据这种自适应基可以制定一套压缩算法,从而用较少的系数就可以描述纹理图象。
A compression algorithm can be developed exploiting this basis to obtain the most economical representation of the image in terms of textured patterns.
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。
Compressed textures use only a fraction of the memory bandwidth needed for uncompressed 32bit RGBA textures.
提出了一种基于混合编码的纹理压缩算法。
A texture compression algorithm based on hybrid coding is put forward.
矩形纹理不能被压缩到PVRTC格式。
Rectangular textures can not be compressed to PVRTC formats.
采用影像分块和纹理压缩技术,实现了多分辨率影像纹理模型的构造方法。
And we adopted the image division and image compress techniques, carried out the method of construct multiresolution texture model.
将纹理看成是图像本身的局部性质,就可将纹理压缩与传统压缩方法结合起来弥补后者的不足。
Taking texture as the local property of images we can combine the texture compression and traditional compression methods to offset the disadvantage of the latter.
如果你想生成一个应用程序包(. apk文件)针对一个特定的硬件架构,可以使用纹理压缩来覆盖默认的行为。
If you want to build an application archive (. Apk file) targeting a specific hardware architecture, you can use the Texture Compression option to override this default behavior.
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 into PVR4 format.
成熟的纹理压缩方法都是基于硬件的,纹理压缩的高压缩比潜力并没有充分被发挥出来。
The advanced texture compression methods are all based on hardware, so the potential of high compress ratio couldn't showed completely.
实验表明,提出的压缩方法具有很好的边缘和纹理保护能力,特别对于直线纹理图像,压缩性能优于JPEG2000标准。
Experiments show that the proposed compression method exceeds JPEG2000 standard in compression performance and ability of image edges and texture preservation.
该方法在DCT压缩域,通过直接对DCT系数计算,获得图像纹理的统计特征,并作为检索的依据。
The statistical features of the texture images is computed directly from DCT coefficients, and used for image retrieval.
PVRT压缩格式,将减少纹理的大小(结果是更快的加载时间和较小的内存占用),也可以大大提高渲染性能。
PVRT compression formats will decrease the size of your textures (resulting in faster load times and smaller memory footprint) and can also dramatically increase rendering performance.
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.
Unity能很好压缩其他软件输出的文件格式,所以除非你已经是一个正确分辨率的JPG文件否则最好使用无损格式的纹理(不要手动进行压缩)。
Unity takes care of compression for the output platform, so unless your source is already a JPG of the correct resolution it's better to use a lossless format for your textures.
提出了一种新的基于颜色分量运算及其位屏蔽压缩的图像处理技术,并将该技术应用到了纹理状织物图案的提取研究中。
Based on color components operation and bit-mask reduction of grey value, the paper presented a novel image processing technique which was applied to obtaining textile image.
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