Difference between revisions of "Choose the right DXTC compression algorithm"
Choose the right DXTC compression algorithm (edit)
Revision as of 16:20, 3 December 2006
, 16:20, 3 December 2006no edit summary
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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. | ||
Instead, DXT1C is often described as "RGB texture withouth alpha channel". This is not true: the alpha channel is still present, but | 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.''' |