Colourless said:I imagine he is actually using ATI's DXT5 Normal Compression trick where you only use A and G.
DemoCoder said:I thought there was surprising little artifacting on the DXT5 version, and it certainly looked much better than the alternative: a low-res uncompressed version. The difference in Humus's code? Two swizzles in 2 lines of code. So DXT5 should definately be supported.
What tool did you use do compress the DXT5 version Humus? I think the compressor could do a better job supressing or eliminating those few artifacts by dynamically adjusting weighs in each block to favor the dominant axis.
pocketmoon66 said:Hmm ... Looks like it's using three components from the texture (Alpha Blue Green) ?
Humus said:The good thing about 3Dc is also that it will fits right into the same shader as uncompressed normal maps, while DXT5 will have to use another shader or use #defines.
Does this count? (DC bump map from eons ago)Reverend said:Slightly OT :
I wonder if B3D should run another competition whereby it's "Who can make a scene/demo with the most bumps?".
euan said:Ante P said:I just get a black screen with a white dot moving around on my 6800.
sounds like an illegal optimisation.
Humus said:there are only 4 possible colors.
S3TC (DXT) operates on 4x4 pixel blocks. 2 reference colors are stored per block, and 2 more colors are derived from those 2 reference colors. Each pixel in the 4x4 block then is basically stored as an index into this 4-color palette. Thus no more than 4 colors per 4x4 pixel block.Mendel said:Humus said:there are only 4 possible colors.
Forgive my ignorance but could someone please explain this issue a bit more clearly, for dummies like me? only 4 colors? What? why? In which case?