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. |
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). |