Author Topic: About .bimage, image atlas and .bmd5  (Read 1035 times)

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About .bimage, image atlas and .bmd5
« on: November 19, 2015, 11:10:59 PM »
As I think image atlas is a one big image that brings together many separate small images in order to reduce the number of operations of opening/reading from file. Every small image has an index, 2D top left coordinates [x,y], size (offset?).

Like one megatexture vs many small textures.

Is that right?

If so, is .bmd5 an one megaanim vs many separate anims?

And what is .bimage format essentially?



idBinaryImage is used by the idImage class for constructing mipmapped
textures and for loading and saving generated files by idImage.
Also used in a memory-mapped form for imageCPU for offline megatexture

« Last Edit: November 20, 2015, 05:22:04 AM by bitterman »

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Re: About .bimage, image atlas and .bmd5
« Reply #1 on: November 20, 2015, 07:59:31 AM »
I just thought those were just binarized versions of the originals so they can be read faster.

Splash Damage did do textures the way you're suggesting though, to speed things up.  They did a lot of things to speed up the gameplay/loading.


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Re: About .bimage, image atlas and .bmd5
« Reply #2 on: November 20, 2015, 11:28:24 AM »
It's a "container", for compressed (or not) mipmapped images (textures/cubemaps). It doesn't necessarily means all textures are atlases inside of single .bimage