Changes between Version 2 and Version 3 of TextureFormat


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Timestamp:
Sep 10, 2010, 4:41:14 PM (14 years ago)
Author:
Philip Taylor
Comment:

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  • TextureFormat

    v2 v3  
    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.
    2121
    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.
    23  * 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.
    24  * 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.
     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.
     23 * 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.
     24 * 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.
    2525
    2626== Mipmaps ==
     
    4747
    4848The available settings are:
    49  * `format="rgba"`
    50  * `format="dxt1"`
    51  * `format="dxt3"`
    52  * `format="dxt5"`
    53  * `mipmap="true"`
    54  * `mipmap="false"`
    55  * `alpha="transparency"`
    56  * `alpha="player"`
    57  * `filter="box"`
    58  * `filter="triangle"`
    59  * `filter="kaiser"`
    60  * `kaiserwidth="3.0" kaiseralpha="4.0" kaiserstretch="1.0"`
     49 `format="rgba"`::
     50  Use uncompressed RGBA format (useful for small textures where DXTC compression artifacts are unacceptable).
     51 `format="dxt1"`::
     52  Use DXT1 format.
     53 `format="dxt3"`::
     54  Use DXT3 format (will automatically switch to DXT1 if the texture is solid).
     55 `format="dxt5"`::
     56  Use DXT5 format (will automatically switch to DXT1 if the texture is solid).
     57 `mipmap="true"`::
     58  Generate mipmaps.
     59 `mipmap="false"`::
     60  Don't generate mipmaps.
     61 `alpha="transparency"`::
     62  Alpha channel represents transparency - the RGB of pixels with A=0 can be ignored.
     63 `alpha="player"`::
     64  Alpha channel represents player colouring - the RGB of pixels with A=0 are still important.
     65 `filter="box"`::
     66  Use box filter for mipmaps (generally recommended).
     67 `filter="triangle"`::
     68  Use triangle filter for mipmaps.
     69 `filter="kaiser"`::
     70  Use Kaiser filter for mipmaps.
     71 `kaiserwidth="3.0" kaiseralpha="4.0" kaiserstretch="1.0"`::
     72  Set Kaiser filter parameters (be very careful when modifying these).