Edited wiki page HighQualityDXTCompression through web user interface.
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@ -41,3 +41,10 @@ The basic idea is to compress a texture once, compute the difference between the
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http://research.microsoft.com/research/pubs/view.aspx?tr_id=1198
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https://www.cmpevents.com/GD08/a.asp?option=C&V=11&SessID=6221
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=== RGBV ===
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This is a variant of RGBM using two DXT1 blocks in order to get free alpha mask.
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http://files.wayforward.com/shane/rgbv/
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