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L. Spiro

[Release] DXT Compressor

5 posts in this topic

Great work spiro, tough I have one question.

How does it affect channels ? In other words, how good is it when used with more technically textures (normal maps with only two channesl, alpha channel etc.) ?
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You have full control. The -weight switch allows you to customize the weights of each channel.
For DXT5 compressions, the alpha is always “maximal” compressed. That is it is encoded with the provably most optimal key colors, so it works well with the standard way of storing normal maps with only the green and alpha channels used.

For anything else, the weights of each channel are in your hands.
It also has the option to normalize mipmaps.


L. Spiro
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ah maybe a suggestion if you don't have it already (not seeing it in the option list), you have a swap R and B, which is great. But you should also have "redirect luminance into alpha" and a totally free swizzle system. Like in your weight option, you could make a little grammar where the weights are followed by a literal (optional) indicating the source channel.
so 0.5G 1R 1B 1A would go the grba swizzle.
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[quote name='Lightness1024' timestamp='1349945884' post='4989028']
ah maybe a suggestion if you don't have it already (not seeing it in the option list), you have a swap R and B, which is great. But you should also have "redirect luminance into alpha" and a totally free swizzle system. Like in your weight option, you could make a little grammar where the weights are followed by a literal (optional) indicating the source channel.
so 0.5G 1R 1B 1A would go the grba swizzle.
[/quote]
If you could combine your channels from different files would be really cool [img]http://public.gamedev.net//public/style_emoticons/default/ph34r.png[/img] [img]http://public.gamedev.net//public/style_emoticons/default/ph34r.png[/img] [img]http://public.gamedev.net//public/style_emoticons/default/ph34r.png[/img]
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