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castano 2009-08-26 00:21:01 +00:00
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@ -334,17 +334,36 @@ compressionOptions.setFormat(Format_BC1);
The supported block compression formats are the following:
* Format_BC1 (DXT1)
This is the default block compression format. By default the 1 bit alpha channel is not used.
This is the default block compression format. By default, the implicit 1 bit alpha channel is not used and is always opaque.
* Format_BC1a (DXT1a)
This is a variation of BC1 that supports binary alpha.
This is a variation of BC1 that supports a 1 bit alpha channel.
* Format_BC2 (DXT3)
This is a block compression format similar to BC1, but with an explicit 3 bit alpha channel.
* Format_BC3 (DXT5)
This is a block compression format similar to BC1, but with a compressed alpha channel.
This is a block compression format similar to BC1, but with a compressed alpha block.
* Format_BC3n (DXT5nm)
This is a variation of BC3 that is used to represent normal maps by encoding the X and Y components as follows: R=1, G=Y, B=0, A=X, this swizzle is used to facilitate decompression using [http://code.google.com/p/nvidia-texture-tools/wiki/NormalMapCompression#Capcon%27s_DXT_trick Capcon's DXT decompression trick]
* Format_BC4
This is a block compression format that only contains a single alpha block.
* Format_BC5 (LATC, RGTC)
This is a block compression format that contains two alpha blocks. It's typically used to compress normal maps.
The following formats are only available in NVTT 2.0:
* Format_DXT1n
Not yet supported.
* Format_CTX1
Not yet supported.
* Format_YCoCg_DXT5
Not yet supported.
=== Compression Quality ===