Bork3D Games

Personal tools
From Bork3D
Jump to: navigation, search

Exporting Textures

Loading a texture in PVRTexTool
PVRTC1 4BPP is the recommended texture format for 3D models


The Bork3D Game Engine utilizes two texture formats:

  • PVR - PowerVR format textures are used for rendering on 3D models. PVR is actually a wrapper for several texture formats, (similar to the DDS format common on PC / Xbox 360 / PS3). The Bork3D Game Engine is compatible with PVRTC1 2BPP, PVRTC1 4BPP and ARGB8888.
  • PNG - Portable Network Graphic format textures are used for orthographic rendering where a texture needs to be displayed 1:1 on the screen, such as user interface. The RudeControl* classes use PNG.

When creating 3D models (in Max or Maya) make sure your source textures have the same filename (minus the extension) as the textures that you load into the game. For example, if your source texture is "texture.tif", your game texture should be named "texture.PVR".

Exporting PVR

To create a PVR:

  • Open the PVRTexTool and drag your texture into the window. PVRTexTool will automatically create 8 mipmap levels for your texture.
  • Select Encode current Texture by clicking the convert button in the toolbar.
  • Select OpenGL ES 1.x from the drop-down menu.
  • Select one of:
    • PVRTC1 2BPP - A ridiculously compressed format not recommended for most applications. Uses the least memory and renders fast on iPhone.
    • PVRTC1 4BPP - A compressed format recommended for most textures that you plan to display on a 3D model. Uses very little memory and renders fast.
    • ARGB8888 - An uncompressed format not recommended for large textures since it uses so much memory.
  • Click OK
  • Save the file as file.PVR
    • The Bork3D Game Engine requires the file extension to be capitalized.