Sorry to jump in on your discussion but I used quite a few of these in conjunction with nvidia's direct x toolkit, simPE and Sims 2 engine. Yes DXT1 was poorish quality, DXT3 was the ideal 24bit solution that saved the intended quality and DXT5 is 32 bit with an alpha channel which I was warned about not to use unless my…
EQ has asked me to lay some programmer shit on you guys regarding texture storage in real time renderers, so here goes. Some common textures formats: * DXT1: 4 bits per pixel, typically RGB only * DXT5: 8 bits per pixel (4 for color and 4 for alpha) * L8: 8 bits per pixel, uncompressed grayscale * R8G8B8: in theory 24 bits…