Difference between revisions of "Choose the right DXTC compression algorithm"
Choose the right DXTC compression algorithm (edit)
Revision as of 15:07, 3 December 2006
, 15:07, 3 December 2006→Glow map
imported>Blade9722 |
imported>Deathbane27 |
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=Glow map= (identified by the _g.dds suffix) | =Glow map= (identified by the _g.dds suffix) | ||
'''RGB Channels''': | '''RGB Channels''': Stores the ''minimum'' amount of lighting used on the texture. White = full lighting, Black = no lighting (the same as if there were no glow map), #2080FF = a blue light, etc. Note that regular light brighter than the glow map will override it, so if you put a dull red glowmap on a white texture, it will appear red in the dark but normal white under good lighting conditions. Also note that it is the minimum amount of light, so a green glowmap on a texture which has nothing in the green channel will appear black. | ||
'''Alpha Channel''': from my knowledge, is never used, so I recommend using DXT1 in all cases. | '''Alpha Channel''': from my knowledge, is never used, so I recommend using DXT1 in all cases. |