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@ -333,18 +333,18 @@ compressionOptions.setFormat(Format_BC1);
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The supported block compression formats are the following:
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The supported block compression formats are the following:
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* BC1 (DXT1)
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* Format_BC1 (DXT1)
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This is the default block compression format. By default the 1 bit alpha channel is not used.
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This is the default block compression format. By default the 1 bit alpha channel is not used.
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* BC1a (DXT1a)
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* Format_BC1a (DXT1a)
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This is a variation of BC1 that supports binary alpha.
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This is a variation of BC1 that supports binary alpha.
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* BC2 (DXT3)
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* Format_BC2 (DXT3)
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This is a block compression format similar to BC1, but with an explicit 3 bit alpha channel.
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This is a block compression format similar to BC1, but with an explicit 3 bit alpha channel.
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* BC3 (DXT5)
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* Format_BC3 (DXT5)
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This is a block compression format similar to BC1, but with a compressed alpha channel.
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This is a block compression format similar to BC1, but with a compressed alpha channel.
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* BC3n (DXT5nm)
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* Format_BC3n (DXT5nm)
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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]
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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]
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* BC4
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* Format_BC4
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* BC5 (LATC, RGTC)
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* Format_BC5 (LATC, RGTC)
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=== Compression Quality ===
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=== Compression Quality ===
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