RE: [Algorithms] DXTC encoder?
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From: Tom F. <tom...@ee...> - 2005-02-17 04:10:33
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Agreed - those green/purple lightmaps look somewhere the opposite of wonderful. One thing you can do is not use the extra bit of green, so = you do get 555 encoding - all you need to do is make the shader multiply by = (1,2,1) (or (0.5,1,0.5) with a mod2x for PS1.x). Of course, being lightmaps, they are magnified, so on NV25 that = "somewhere close to 787" really isn't - it's very very obviously stippled 555, and = the stipples are about a metre across in places (depends on lightmap resolution). We ended up just using DXT3 - you can often pack a = greyscale texture in the alpha channel (e.g. specular) and then you don't even = lose the memory. TomF. > -----Original Message----- > From: gda...@li...=20 > [mailto:gda...@li...] On=20 > Behalf Of Jon Watte > Sent: 16 February 2005 18:02 > To: gda...@li... > Subject: RE: [Algorithms] DXTC encoder? >=20 >=20 >=20 > > Really? The extra green bit is just dropped? Or randomly=20 > rounded up or=20 > > down? Arg! >=20 > That doesn't matter -- or could even be good. With 565, there is no=20 > way to represent pure gray; you get that wonderful green/purple=20 > banding on lightmaps and other washes :-( >=20 > I would have been happier if DXT/S3TC had been defined as a 555=20 > format, for this very reason. Maybe those extra two bits out of the=20 > palette could have been used for something else, too... >=20 > Cheers, >=20 > / h+ >=20 >=20 >=20 > ------------------------------------------------------- > SF email is sponsored by - The IT Product Guide > Read honest & candid reviews on hundreds of IT Products from=20 > real users. > Discover which products truly live up to the hype. Start reading now. > http://ads.osdn.com/?ad_id=3D6595&alloc_id=3D14396&op=3Dclick > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_id=3D6188 >=20 |