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

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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 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.  
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 typically 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 typically used for common completely opaque textures.
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.