dds

dds

Discuss the source code and development of Spring Engine in general from a technical point of view. Patches go here too.

Moderator: Moderators

Post Reply
Mugslugs
Posts: 89
Joined: 23 Aug 2005, 00:08

dds

Post by Mugslugs »

Would it be possible to add dds support for 3do because bmps are to big and the only real advantage of tga is that it supports alpha layers, plus dds supports dxt 5 compression (mmm dx5)
User avatar
Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Post by Caydr »

Sounds like a good idea.
Last edited by Caydr on 24 Nov 2005, 22:28, edited 1 time in total.
User avatar
NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

well 3do texture only hav a 2048x2048 texture sheet so u never can hav more then like 4 mb or something..
Mugslugs
Posts: 89
Joined: 23 Aug 2005, 00:08

Post by Mugslugs »

yes but take AA for example at the moment it's 17/18 mb thats without dds with dds its less than 12mb as long as you change the build pics, bitmaps as well as the unit texture
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

I'm taking all this down. Spring's community has proven that it does not deserve my help.
Last edited by Argh on 21 Aug 2006, 05:07, edited 1 time in total.
User avatar
Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Post by Caydr »

DXT3 gives a better alpha than DXT5.
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

I'm taking all this down. Spring's community has proven that it does not deserve my help.
Last edited by Argh on 21 Aug 2006, 05:07, edited 1 time in total.
User avatar
mother
Posts: 379
Joined: 04 May 2005, 05:43

Post by mother »

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.
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...

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 ;)
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

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...
Post Reply

Return to “Engine”