[Visual Dev] Coordination of Texture Requests
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06-02-2006, 10:37 AM,
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Quote:Originally posted by RazorwingExactly |
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06-02-2006, 10:38 AM,
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Kk, I'll use that from now on when converting to DDS.
¤ How to add images or files to your post ¤ Silgrad's UBBCode
My pet peeve: huge images in img code. I reserve the right to make any such image into a clickeable thumbnail whenever I see it. Angel mired in filth |
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06-02-2006, 10:40 AM,
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Quote:Originally posted by RazorwingUhhm please use it only for normal maps, or textures containing an alpha channel. Otherwise you would waste space. I save textures without alpha channel in DXT1 RGB. |
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06-02-2006, 10:46 AM,
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Quote:Originally posted by gundalf Alrighty, thanks for the tip. I usually save textures without alpha channel in "DDS DXT1 (NoAlpha)" format, and alpha-enabled in "DDS DXT3" format. Trial and error led me to that practice. Is there any benefit to using DXT5 for textures that aren't normal maps?
¤ How to add images or files to your post ¤ Silgrad's UBBCode
My pet peeve: huge images in img code. I reserve the right to make any such image into a clickeable thumbnail whenever I see it. Angel mired in filth |
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06-02-2006, 10:57 AM,
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Quote:Originally posted by RazorwingI don't know about non-normal maps, but DXT3 gave me same artefacts, and since then I use DXT5 on normal maps. They aren't larger or anything. It's just that the alpha values are calculated using an algorithm which gives smoother results. The normal map I used had a very dark specular (alpha) channel, and DXT3 produced hard edges on it, while DXT5 made it smooth. So I guess you should take DXT3 if you need precisise alpha (like a partially transparent texture, ie a leaf), and DXT5 for textures with smooth changes in the alpha channel (water, or specular channel in normal maps). I also found out that nVidia hardware had quality issues when decoding DXT1 up to the GeForce 3, but I think this is irrelevant nowadays. More information can be found here and here. |
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