Difference between revisions of "Choose the right DXTC compression algorithm"

imported>Deathbane27
imported>Deathbane27
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'''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.
'''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.
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