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castano 17 years ago
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@ -54,10 +54,6 @@ Note that signed components are packed as unsigned integers, so they need to be
=== Higher Quality Compression ===
A simple way of obtaining higher quality compression is also using the YCoCg color space, but encoding the Y component in the in the alpha channel of a DXT5 block, and the !CoCg components in the RGB channels. That was originally suggested in the following document:
A simple way of obtaining higher quality compression is also using the YCoCg color space, but encoding the Y component in the in the alpha channel of a DXT5 block, and the !CoCg components in the RGB channels. That was originally suggested by Waveren in [http://www.intel.com/cd/ids/developer/asmo-na/eng/dc/index.htm Real-Time DXT Compression]. This approach was described in more detail by Waveren and Castano in [http://developer.nvidia.com/object/real-time-ycocg-dxt-compression.html Real-Time YCoCg-DXT Compression]
http://www.intel.com/cd/ids/developer/asmo-na/eng/dc/index.htm
Emil Person (aka Humus) also has a demo that implements the same idea, but using YCbCr color space instead:
http://www.humus.ca/index.php?page=3D&ID=68
[http://www.humus.ca Emil Person (aka Humus)] also has [http://www.humus.ca/index.php?page=3D&ID=68 a demo] that implements the same idea, but using YCbCr color space instead.

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