Making the quality of PVRTC textures higher
Introduction When developing mobile games many people face the need of reduction the occupied memory or the size of distributive. They are textures, which are the largest assets in most projects. 1024x1024 uncompressed texture sizes about 4 Mb generally. And usually there is more than one texture in a scene. We have to compress textures if we really want to reduce memory usage and make the loading process of the scenes much faster. We are going to use PVRTC as an example. This algorithm has its own advantages as well as disadvantages. While texture size is reduced by 8 times, terrible artifacts show up, especially in transparent textures. This post is written to help when struggling with those artifacts. Method The main point of this method is the post-processing a texture before compressing it. To do this we need any graphics editing program that supports layers. I used Adobe Photoshop. Let’s consider the algorithm in details: 1) Open your texture with Photoshop. 2) Create ...