![ac3d plugin dds texture ac3d plugin dds texture](http://www.inivis.com/ac3d64_files/image004.jpg)
This image shows what happens when the different colour are not on a linear line in colour space. On the right you see the four resulting colours that the DXT compression choose to represent these 16 pixels. On the left you see 16 shades of red, ranging from pure red to pure black. This image shows how the compression affects colours. To make it more clear a region of 4x4 pixels has been blown up to a bigger size in the images. This means that if the 4 most common colours used in your 16 pixels are not on a one linear line in the colour space, you will loose some colours.īelow are some images to clarify what the compression does to the quality of your texture. So that means that colour3 is 2/3 of colour1 plus 1/3 of colour2 and for colour4 the reverse is true (1/3 if colour1 plus 2/3 of colour2). The other two colours that can be indexed are linearly interpolated.
![ac3d plugin dds texture ac3d plugin dds texture](http://www.independentdeveloper.com/images/cuda.jpg)
This thus means that you can use less colours in your texture and if you are using shades of the same colour that are very similar these will be lost in the compression.īesides that the palette only stores two colour, let's call them colour1 and colour2. It uses a 565 compression for this, which means that red and blue are stored with 5 bit and green with 6 bit. It uses 16 bit to store the colours, instead of the normal 8 bit per colour. That is a compression ratio of 1:8.īut let's take a step back, what does this all mean for the colour information of your original texture? First we will take a look at the palette.
#Ac3d plugin dds texture 64 bits
This means that these 16 pixels of the texture only take 64 bits to store (32 for the palette and 32 for the indexing). The colour information is also stored with a compression so that only 16 bits are used per colour. For the palette only two colours are stored, the two extremes, and the other two colours are interpolated between these extremes.
![ac3d plugin dds texture ac3d plugin dds texture](https://www.cadalyst.com/files/cadalyst/nodes/2006/5681/i3.jpg)
Afterwards each pixel will get an index into this palette, which only requires 2 bit per pixel. When compressing a 4 colour palette is determined for these 16 pixels. These 16 pixels take 512 bits to store without the compression. For DXT compressions the texture is split into segments of 4x4 pixels which are then compressed.
#Ac3d plugin dds texture 32 bit
When storing the RGBA information of your texture each pixel requires 32 bit to store the information. Because the resulting size is fixed, it also means that the quality loss of the compression depends on the original texture you used. This is because they have a fixed compression ratio. You have probably noticed that the DXT compressed textures always have the same size. This is the most simple compression and also the basis for the other types.īut let's start with a note about compression itself. The first compression we will look at is DXT1.