Changes between Version 6 and Version 7 of TextureFormat


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Timestamp:
Sep 13, 2010, 2:27:22 PM (14 years ago)
Author:
Philip Taylor
Comment:

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  • TextureFormat

    v6 v7  
    2020DXT1, DXT3 and DXT5 all compress the RGB channels in precisely the same way. The only difference is the alpha channel. The [http://blog.wolfire.com/2009/01/dxtc-texture-compression/ Wolfire Games blog] (no relation to Wildfire Games) has some examples.
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    22  * DXT1: 1-bit alpha - good for textures that are all solid, or for UI elements with non-antialiased transparency masks. Generally unsuitable for non-solid world textures - even if the texture only needs 1-bit alpha, its mipmaps are likely to need semi-transparent pixels.
     22 * DXT1: 1-bit alpha - good for textures that are all solid, or for UI elements with non-antialiased transparency masks. Generally unsuitable for non-solid world textures - even if the texture only needs 1-bit alpha, its mipmaps are likely to need semi-transparent pixels. Also unsuitable for player-colour alpha layers - RGB colour data is lost in areas with 0 alpha.
    2323 * DXT3: 4-bit alpha - good for textures with a wide range of alpha values in a 4x4 block of pixels; bad for smooth alpha gradients.
    2424 * DXT5: 3-bit alpha gradient - good for smooth gradients; fine for most of the cases where DXT3 is good. You should generally use this instead of DXT3.