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No, you can write to the stream output buffer from the vertex or geometry shader in D3D11. You must create your shader using ID3D11DeviceContext::CreateGeometryShaderWithStreamOutput call to enable this function. You can call it for a vertex shader or a geometry shader too. You also need to create a buffer which you write to and set it with ...


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If you use an alpha-channel for your assets (which is most likely), then you're out of luck with vanilla JPEG anyway. PNG provides a pretty good compression while also being lossless and a format with alpha-channel. There's not much you can improve there, except using a specialized GPU format such as PVR or similar which will allow you to specify different ...


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First of all I'd start with the MP3 file. If you've got Ogg Vorbis already, why having a MP3 as well? Especially 128 kbit/s on a mobile device sounds excessive. The MP3 is taking like 1/3 of your assets, with the PNG files being significantly smaller. As such I'd start trying to convert the MP3 to Ogg Vorbis. I'd expect the file to become smaller. Also let ...


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JPG is a photo format. It's a very efficient format for real-world images. PNG is a successor to GIF. It's a very efficient format for artificial images. The reason is that the compression algorithms differ. The compression for both works by assuming some data is more common than others, and optimizing for that. Photo's have lots of smooth gradients, and ...



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