[Gtkradiant] [Bug 595] Advanced texture compression patch
   
    gtkradiant@zerowing.idsoftware.com
     
    gtkradiant@zerowing.idsoftware.com
       
    Sat, 27 Jul 2002 15:29:55 -0500
    
    
  
http://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=595
------- Additional Comments From ydnar@shaderlab.com  2002-07-27 15:29 -------
The differences in memory consumption of DXT2/3 vs DXT1 are due, IIRC, to the 
driver not compressing textures <= 128x128 pixels. This was noted by a couple 
people (I can't recall where) with Quake 3, which was using hardcoded DXT1, 
which resulted in unpleasant side-effects with lightmaps, where the texel 
density is appreciably low in-game, exaggerating the compression artifacts.
Someone made a hack that patched Quake3.exe to use DXT2 and the quality was 
much closer to uncompressed textures.
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