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MobileTextureReference
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한국어
Interested in the Unreal Engine?
Visit the Unreal Technology site.
Looking for jobs and company info?
Check out the Epic games site.
Questions about support via UDN?
Contact the UDN Staff
UE3 Home > Mobile Home > Textures for Mobile Platforms
UE3 Home > Materials & Textures > Textures for Mobile Platforms
UE3 Home > Texture Artist / Character Artist / Environment Artist > Textures for Mobile Platforms
UE3 Home > Materials & Textures > Textures for Mobile Platforms
UE3 Home > Texture Artist / Character Artist / Environment Artist > Textures for Mobile Platforms
Textures for Mobile Platforms
Overview
PVRTC format
| Format | Dimensions |
|---|---|
| PVRTC2 | 16x16 |
| PVRTC4 | 8x8 |
Conversion
[MobileSupport] bShouldCachePVRTCTextures=TrueIf it's set, we convert all DXT textures to PVRTC format. DXT1 textures (4 bits per texel) are converted to PVRTC2 and DXT3 and 5 (which are 8 bits per texel) are converted to PVRTC4. This means that textures will be half the size overall. There is a texture setting that will force PVRTC4 for DXT1 textures if you really need the higher quality.
Caching
Non-square textures
would turn into:
The UVs that you use in code/content won't change. Even your HUD UVs don't change (which are in texels) - base them on the original texture sizes (this makes your code portable, you never need to know that the textures are being resized).
However, even though the textures are converted automatically to square, this means that you can very easily waste memory by having too many non-square textures. For instance, if you have 2 512x256 textures, they will turn into 2 512x512 textures. If you can pack the 2 rectangular textures into a single 512x512 texture, then you will only have 1 512x512 texture after conversion.
Lightmaps
[DevOptions.StaticLighting] bRepackLightAndShadowMapTextures=TrueYou can disable conversion of lightmaps to PVRTC on save if you specify -nopvrtclightmaps on the commandline.
