Introduction

Texture maps are bit map images that are applied to 3D objects. They are used to add realistic surface detail without increasing the complexity of the geometry in a 3D scene. Textures can be anything from wood grain or marble patterns to complex pictures of people, buildings, trees, etc. To simulate real life scenes, it is desirable to have access to a large number of detailed textures. However, this places significant demands on system or graphics memory (depending on where the textures are stored), forcing application developers to use fewer and less detailed textures in order to match a limited amount of memory storage and bandwidth. 

The Accelerated Graphics Port (AGP) has made it possible to access textures directly from system memory increasing overall available storage. However, AGP and the system memory interface are shared resources. Besides textures, AGP is also used for passing geometry data, while system memory is used to store and run the operating system and applications. So, it should not be assumed that all system memory bandwidth will be available for reading texture data. Given this, making the most of the bandwidth that is available is critical to a graphics subsystem optimized for AGP texturing. 

New games tend to use more and bigger texture maps, texture maps can go up to 1024x1024.  Games will also use high-resolution texture maps. Storing these 2D images uncompressed uses up the texture ram very fast. Adding more and more texture ram to a card is expensive and AGP is not always as fast as we want.

       Therefore, there are 2 good reasons to use texture map compression. First reason: place more texture maps in the same amount of memory or place bigger texture maps in the same amount of Texture Memory. The second reason: safe bandwidth (less data has to be fetched and transferred from memory).

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Contact: Denis V. Ivanov
Last update: 15-Nov-2007