DDS compression methods
I have been working a lot with dds textures. Been using the nvdia tools to save directly as dds.
I have always used DXT1 for just standard textures on models. And DXT5 for textures with alpha channels.
But is there really a difference in using the other methods? Like dxt3, 8, 8.8 etc. Does it matter for use on models?
Any guides, on what method should be used for what purpose?
I am making textures for use on models to be used in a 3D game, some with normal maps and specular. Some without.
There's good information at the wikipedia page. Basically, DXT2/3 is useful if your texture uses alpha for shape with sharp edges, and DXT4/5 is useful for more gradually varying alpha. BTW, I've personally never seen DXT2/4 in practice.
This topic is closed to new replies.
Advertisement
Popular Topics
Advertisement
Recommended Tutorials
Advertisement