I didn't know what unsigned vs. signed means, so I asked one of the programmers here. Here's how he explained it to me. I added emphasis to highlight the meat of the issue... "Actually, we do use signed textures for normal maps, although we dont support loading them at the moment. The unsigned normal maps are converted.…
[ QUOTE ] I didn't know what unsigned vs. signed means, so I asked one of the programmers here. Here's how he explained it to me. I added emphasis to highlight the meat of the issue... "Actually, we do use signed textures for normal maps, although we dont support loading them at the moment. The unsigned normal maps are…
Nice thread Ben. I always wanted something like this. Glad to see you putting it together. I found dxt3 better when the alpha had islands of black and white that were antialiased, like interface or font bitmaps. If I had gradients bigger than 4 pixels across, then dxt5 was always better. Here's a poor example. Nvidia is…
Yeah I wrote all this same shit down too when I was writing an article for ea knowledge. Poop I'm not sure where you're getting your file sizes from but dxt3 is much smaller than dxt5. Also dxt1, dxt3, and dxt5 all offer the same colour compression. So unless you are flicking some switches you're not going to get better…
I went thru the programmer email-list threads I've saved about DXT. I know it's a lot of reading, but there's some really good info, might help your doc. Also answers some of the questions that have been asked... "Most textures used in games seem to fall in roughly four categories: 1. Textures with a lot of relatively…
Hey, wondering if you still have the fuel for working on this. I added some info in a thread on the CrazyBump forum... DXT5nm = y in green, x in alpha, red & blue empty. When creating a DDS normalmap, the mip generation method is important. Nvidia has a great pdf called Let's Get Small that talks about the best way to make…