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

no edit summary
imported>Deathbane27
imported>Blade9722
Line 19: Line 19:


The DXT1A is often described as "RGB texture with one-bit-depth alpha". Actually, for each pixel there are two available configurations:  
The DXT1A is often described as "RGB texture with one-bit-depth alpha". Actually, for each pixel there are two available configurations:  
if the alpha channel is set to 1 (white), RGB channels store usual color info
if the alpha channel is set to 1 (white), RGB channels store usual color info. Instead if the alpha channel is set to 0 (black), upon saving the texture RGB channel are set to 0 as well. In other words, each pixel could contain color info only if the alpha channel is set to white.  
if the alpha channel is set to 0 (black), upon saving the texture RGB channel are set to 0 as well. In other words, each pixel could contain color info only if the alpha channel is set to white.  
This makes a sense, as a black alpha channel usually means that the pixel is completely transparent (invisible), so there's no need to store color info.
This makes a sense, as a black alpha channel usually means that the pixel is completely transparent (invisible), so there's no need to store color info.
This algorithm is tipically used for icons, decals, blood, tatoos, i.e. texture with a completely transparent part.
This algorithm is tipically used for icons, decals, blood, tatoos, i.e. texture with a completely transparent part.
Anonymous user