在 Xna 中,如何减小纹理的大小?

发布于 2024-12-09 01:17:47 字数 157 浏览 1 评论 0原文

我在 Xna 中有一个 2d 自上而下的游戏,它使用单个图像作为“竞技场”。该图像用作Texture2D,4096*1050,并且只有186kb作为png(该图形目前只是一个普通的占位符)。构建后,xnb 文件为 24 mb。 那么,问题来了,有没有办法显着减小纹理尺寸呢?

提前致谢

i have a 2d top-down game in Xna that uses a single image as it's 'arena'. The image is uses as a Texture2D, 4096*1050, and only 186kb as a png(the graphic is just a plain placeholder for now). When built, the xnb file is 24 mb.
So, the question is, is there any way to significantly reduce the texture size?

Thanks in advance

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久夏青 2024-12-16 01:17:47

内容管道生成的 XNB 文件包含解压缩的图像数据,因此其大小将是纹理尺寸和位深度的简单函数。如果您希望文件大小更小,那么要么使用更小的纹理(也就是说,更少的像素;如果它们共同包含相同数量的像素,无论您有 1 个纹理还是 100 个纹理都无关紧要)或使用存储每个像素的数据更少。您应该能够更改每个纹理的“纹理格式”选项(在内容处理器下)以调整其位深度。

然而,我会质疑这是否真的有必要。正如评论中指出的那样,这确实不是什么大不了的事,特别是如果所讨论的资产是您的游戏的比赛场地。这是手机游戏吗?

The XNB file produced by the content pipeline contains decompressed image data, so its size is going to be a simple function of the texture's dimensions and bit depth. If you want the file sizes to be smaller, then either use smaller textures (that is to say, fewer pixels; whether you have 1 texture or 100 is irrelevant if they collectively contain the same number of pixels) or use a texture format that stores less data per pixel. You should be able to change the "Texture Format" option (under the content processor) for each texture to adjust its bit depth.

I would question whether this is really necessary, however. As pointed out in comments, this really shouldn't be that big of a deal, especially if the asset in question is your game's playing field. Is this a phone game?

明明#如月 2024-12-16 01:17:47

考虑在内容项目中选择 PNG,展开内容处理器,然后在纹理格式下选择“DxtCompressed”。这将使用 DXT 压缩来编译您的 XNB,从而显着减小大小。然而,它确实会在一定程度上降低质量。测试一下,看看您的想法。

Consider selecting your PNG in your content project, expand Content Processor, and under Texture Format, choose "DxtCompressed". This will compile your XNB with DXT compression which reduces size considerably. However, it does reduce quality somewhat. Test it out and see what you think.

翻身的咸鱼 2024-12-16 01:17:47

在调试模式下,纹理 xnb 未压缩。

在释放模式下,xnb 被压缩。

在发布模式下您不应该遇到问题。

;)

In debug mode texture xnb is uncompressed.

In release mode the xnb are compressed.

You should not have problems in release mode.

;)

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