Quote:
Originally Posted by DiveMonkey
opened in note pad In the upper left corner reads
DDS
DXT5
I take it I should be saving in DXT5?
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sh4 supports all dxt compressions afaik. what it comes down to is size and appearance.
i think dxt5 uses a higher compression than dxt3 and using it should reduce the memory usage slightly. there is also a difference in how the alpha channel is interpreted - it is my understanding that one uses discrete (sp?) levels (dxt3) while dxt5 interpolates which can result in less apparent banding and higher quality.
unless you're compressing normal maps (iirc dxt5 has problems when dealing with that) dxt5 is usually the best choice if the program supports it.
if you don't have any partially opaque parts in your texture you can also experiment with binary alpha, i think dxt2 does that. what that means is that each pixel in your texture is either completely transparent or completely opaque, nothing in between.
also try out some of the options that plugin gives you. error diffusion can make a big difference when there are lots of slight color variations for example.