Difference between revisions of "Choose the right DXTC compression algorithm"
Choose the right DXTC compression algorithm (edit)
Revision as of 06:17, 3 December 2006
, 06:17, 3 December 2006no edit summary
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Channels bit depth: 8:8:8:8 RGBA. | Channels bit depth: 8:8:8:8 RGBA. | ||
Wel, I think there is no need to | Wel, I think there is no need to explain this | ||
Now, in Oblivion engine there are three common texture types: | |||
=Color map= (aka base texture or diffuse map) | |||
'''RGB Channels''': texture pattern (i.e what you see without effects or lights) | |||
'''Alpha Channel''': the function is dependent on what is the texture function | |||
'''If the texture is an icon or a decal''' | |||
The alpha channel stores the transparency info, based on greyscale (White: completely opaque, black: completely transparent). All the pixels outside the icon/decal shape contour should be completely black, to make them completely transparent. If the alpha channel is one bit depth (i.e all pixels are white or black, no grey pixels), choose DXT1, otherwise choose DXT3 or DXT5. | |||
'''If the texture belongs to a mesh''' | |||
You have to check the mesh in order to understand the function of the alpha channel. | |||
If parallax shader is enabled "APPLY_HILIGHT2" | |||
=Normal map= | =Normal map= |