DirectDraw Surface

The DirectDraw Surface container file format (uses the filename extension DDS), is a Microsoft format for storing data compressed with the proprietary S3 Texture Compression (S3TC) algorithm,[1] which can be decompressed in hardware by GPUs. This makes the format useful for storing graphical textures and cubic environment maps as a data file, both compressed and uncompressed.[2] The file extension for this data format is '.dds'.[3]

DirectDraw Surface
Filename extension
.dds
Developed byMicrosoft
Initial release1999 (1999)
Type of formatImage file formats
Websitedocs.microsoft.com/en-us/windows/win32/direct3ddds/dx-graphics-dds

History

This format was introduced with DirectX 7.0. In DirectX 8.0, support for volume textures was added. With Direct3D 10, the file format was extended to allow an array of textures to be included, as well as support for new Direct3D 10.x and 11 texture formats.[4]

See also

References

  1. Dominé, Sébastien (March 11, 2003). "Using Texture Compression in OpenGL". NVIDIA Corporation. Archived from the original (PDF) on April 19, 2005. Retrieved 2010-01-29.
  2. Brooker, Darren (2006). Essential CG lighting techniques with 3ds max. Focal Press Visual Effects and Animation Series (2nd ed.). Elsevier. p. 22. ISBN 0-240-52022-X.
  3. Ahearn, Luke (2009). 3D Game Textures: Create Professional Game Art Using Photoshop (2nd ed.). Focal Press. p. 55. ISBN 0-240-81148-8.
  4. "Programming Guide for DDS". Microsoft. 2010. Retrieved 2010-06-15.
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