Sounds like a neat idea. Doug Rogers explained the DXT compression thing to me when he was working on the NVIDIA plugin for Photoshop. The way I understand it, DXT compares all three RGB channels for each 4x4 block of pixels, in order to compress them down to a smaller range of colors. The compressor makes a vector through…
I thought from this Nvidia writeup, a engine creator could use the OUTPUT red and Blue channel to contain more vector information that the OUTPUT green channel missed. I am not having any confusions about the swizzle of red and blue in the original file to green and alpha in the output dds. As in like the blue or red…
I guess because then every RGB channel is the same data, so no need to make a curve through it. They can just go straight thru each block, maximizing the quality for the green data. Same if R and B are blank, or copies of green, either way they can be disregarded when optimizing the compression. Or at least that's my…
I think I'm not explaining myself. I know dxt5nm puts the red and blue in the original to green and alpha in the swizzle. I am specifically talking about the red and blue channels in the dxt5-nm itself. The writing I have found seems to imply you can use at least one of these channels to compliment the green channel of the…
Thanks for the clarification Erick, it helped. Guess I misunderstood it. I have to ask though. If leaving R and B blank produces better results... Why is the nvidia photoshop dxt5-nm making copies of whats in green in each of those channels by default? Is there an option I'm not seeing in it to disable?
No contradiction in the wiki there, I think. Maybe reading too much into it? To re-phrase it... you can use R and B channels for other texture data like a specular map, and you can use some options in the NVIDIA DDS exporter that will try to move that compression vector around, but it still will have to compress those…
IIRC It's not nearly that complicated. It's just taking the data from the red and blue channels, and moving it to the green and alpha channels. Because DXT compression does a less shitty job compressing those channels, and because the colors from the two won't get blended together so the values are more "true". There's not…