dds
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Am I missing something here? I'm sure someone, somewhere, has created a format with 32bit alpha, but realistically speaking, wth? None of the standard image formats I know of have more than 8bit alpha channels... 'Crappy Alpha' usually means 2bit alpha...Argh wrote:Does DXT3 use a 16-bit alpha, or true 32? I haven't used DXT3 a lot, because the game engine I usually work with doesn't support it.
32bit TGA, PNG, etc., are 8xRed 8xBlue 8xGreen 8bAlpha
As to DXT3/DXT5, Im pretty sure both are full 8bit alpha, but DXT5 looks craptacular because it compresses the alpha channel, while DXT3 doesn't... or something like that.
[EDIT]
My bad, it looks like there is a defined PNG format that is 64bpp with 16bit alpha... But basically what I said still holds

Oops- yes, you are entirely right. I guess what I should have said, instead of just running my mouth, is that with DXT5 I've had disappointing results with the way that the alphas are compressed- other than very clean (i.e., nearly 1-bit alphas, black and white) I haven't gotten good results from that DDS format. If DXT3 works with Spring and doesn't have these problems, then I'll use that instead...