Re: [Algorithms] converting 32bpp textures to 8bpp textures with 32bpp CLUTs
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From: David H. <da...@hu...> - 2000-11-30 15:14:34
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> Other than that, if you really must do the colour reduction yourself, then I > would recommend you just do a normal colour space quantization in 4 > dimensions but place two restrictions on it ... alpha values of 0.0 and 1.0 > (or 0 and 255) MUST be kept as they are, even when the colour has to change, > anything else can be varied as much as you like. I think the problem with a four way quantization is that RGB are sort of orthogonal whereas A isn't - it modifies RGB. If you do work out a good automatic way of doing this Jamie then please share it as we're going to be reducing alpha'd textures for undisclosed GPUs soon too. David |