Difference between revisions of "Choose the right DXTC compression algorithm"
Choose the right DXTC compression algorithm (edit)
Revision as of 16:38, 4 September 2007
, 16:38, 4 September 2007no edit summary
imported>DragoonWraith (byline) |
imported>LordJyggalag07 |
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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 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 | 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 typically used for common completely opaque textures. | ||
==DXT3== | ==DXT3== |