Changes between Version 6 and Version 7 of TextureFormat
- Timestamp:
- Sep 13, 2010, 2:27:22 PM (14 years ago)
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TextureFormat
v6 v7 20 20 DXT1, 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. 21 21 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. 23 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 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.