Textures that are compressed in supported formats can be sent to the graphics card directly.ĪrcScene can use the OpenGL-supported DXT format to compress and persist textures instead of JPEG compression. Extensions get standardized over a period of time and texture compression extensions will soon be part of standard OpenGL. These are currently exposed through OpenGL extensions. In addition, uncompressed textures can be several times larger in memory than their JPEG compressed versions on disk.Ī specific set of texture compression formats are supported by graphics cards. However, graphics cards do not support the JPEG format natively and there is a performance overhead when textures are uncompressed. On loading, the JPEG compressed textures are uncompressed and sent to the graphics card to be rendered, thus consuming the graphics card's texture memory. Material textures are persisted on disk in JPEG compressed format. Hardware texture compression leverages the native support for compressed textures in 3D graphics cards to improve the performance of rendering textured 3D objects. This means that reduced memory usage in both RAM and graphics card texture memory improves application performance and allows larger datasets to be loaded. When the texture memory on the graphics card is exhausted, the operating system will start paging to disk, resulting in a sharp decline in performance. Textures are first loaded into main memory then sent to the graphics card to be rendered. Textures and memoryīoth main memory (RAM) and the graphics card's texture memory are used to render textures. See About symbolizing multipatches for more details on how to set display properties for textured multipatch layers. The purpose of both solutions is to reduce the memory usage so the real-time navigation performance can be enhanced. The second is to reduce the resolution of the textures used on the multipatch features. The first is to take advantage of the graphics card hardware to compress the textures natively within it. There are two methods for reducing the cost of using textured 3D objects in ArcScene. The problem can be aggravated when a multipatch feature class contains many textured features or if the texture sizes are very large (for example, more than 1,024 pixels on a face). One common issue when using textured multipatch features in ArcScene is that 3d navigation might become sluggish. In ArcGIS, textured 3D objects are stored as multipatch features. They are commonly used to add photo-realism to a 3D view. Examples of textured 3D objects include buildings, airplanes, street furniture, and vehicles. Textured 3D objects are features that have both 3D geometry and image data for each displayed face.
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