Edited wiki page through web user interface.

This commit is contained in:
castano 2009-08-26 00:16:50 +00:00
parent ae38d0826a
commit eee2094cb1

View File

@ -333,18 +333,18 @@ compressionOptions.setFormat(Format_BC1);
The supported block compression formats are the following:
* BC1 (DXT1)
This is the default block compression format. By default the 1 bit alpha channel is not used.
* BC1a (DXT1a)
This is a variation of BC1 that supports binary alpha.
* BC2 (DXT3)
This is a block compression format similar to BC1, but with an explicit 3 bit alpha channel.
* BC3 (DXT5)
This is a block compression format similar to BC1, but with a compressed alpha channel.
* 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]
* BC4
* BC5 (LATC, RGTC)
* Format_BC1 (DXT1)
This is the default block compression format. By default the 1 bit alpha channel is not used.
* Format_BC1a (DXT1a)
This is a variation of BC1 that supports binary alpha.
* 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.
* 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
* Format_BC5 (LATC, RGTC)
=== Compression Quality ===