Tag
asset-formats
- Jul 8, 2026 OpenEXR Scanline and Tiled Layouts with Half-Float Pixels How EXR stores channels in separate planes, what the half type buys over float and where it runs out, and why the tile descriptor changes random-access cost. computer graphics
- May 13, 2026 Channel Packing: Which Data Belongs in Which Channel Why roughness, metallic, ambient occlusion, and height share one texture, how the choice of channel is constrained by compression, and what breaks at the seams. computer graphics
- Apr 12, 2026 Block-Compressed Texture Bit Rates and What the Blocks Cost How fixed-size blocks turn a texture into a constant byte budget, why the smallest block is a fixed 16 bytes, and where the rate-distortion trade actually lands. computer graphics
- Mar 28, 2025 KTX2 Containers and What Basis Transcoding Actually Saves How a KTX2 file stores mip levels, faces, and layers in one level index, and why a supercompressed texture can be transcoded to several GPU formats without re-encoding. computer graphics
- Jun 12, 2024 Axis Conventions, Handedness, and Unit Scale on Import Which geometry formats declare their coordinate convention, which leave it implicit, and why converting between them is a reflection rather than a rotation. computer graphics
- May 2, 2023 glTF Buffer Views, Accessor Strides, and Matrix Column Padding How buffer views and accessors describe typed views over one binary blob, what the alignment rules forbid, and why matrix columns carry padding bytes. computer graphics