Editing Choose the right DXTC compression algorithm

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.

Latest revision Your text
Line 23: Line 23:
This algorithm is typically used for icons, decals, blood, tatoos, i.e. texture with a completely transparent part.
This algorithm is typically used for icons, decals, blood, tatoos, i.e. texture with a completely transparent part.


Instead, DXT1C is often described as "RGB texture withouth alpha channel". This is not true: the alpha channel is still present, but is completely white. Actually, there's no physical distinction between this and DXT1A, simply upon choosing DXT1C as compression algorithm the alpha channel is set to be completely white just before saving. This is typically used for common completely opaque textures.
Instead, DXT1C is often described as "RGB texture withouth alpha channel". This is not true: the alpha channel is still present, but is completely white. Actually, there's no physical distinction between this and DXT1A, simply upon choosing DXT1C as compression algorithm the alpha channel is set to be completely white just before saving. This is tipically used for common completely opaque textures.


==DXT3==
==DXT3==

Please note that all contributions to the Oblivion ConstructionSet Wiki are considered to be released under the Creative Commons Attribution-ShareAlike (see CSwiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)

Template used on this page: