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Re: DXTbmp setting

Well the current Mip setting only does the same as the old one did.

However the nVidia library I use has been updated many times over the years and it is possible that they have changed their algorithms in the newer versions. DXTBmp just uses my mwdds.dll to create the final textures so it isn`t which version of DXTBmp you are using that decides the final result but the version of the dll

My usual recommendation for reducing blurries is to save in 32 bit without Mips. DXT compression always imparts some slight reduction in quality especially if the texture you are repainting was DXT to start with.

Re: Re: DXTbmp setting

Thanks Martin for the swift answer. It is a NVIDIA issue than Time to think about a new vid card

Ton

Re: Re: Re: DXTbmp setting

Hi Martin,

this is an excerpt of a posting a made on a other forum:

"I installed the latest NVIDIA driver...but to no avail. I converted the PSD file again to DXT1.....but to no avail. As I said in a earlier posting I left the alpha channel out ( hence the 512 KB): a lot of AI models does not support the dynamic shine so a alpha channel is not necessary..........I THOUGHT. I added an alpha channel to see what happens and ......crisp textures appeared :-) Problem solved ! "

regards

Ton

Re: Re: Re: Re: DXTbmp setting

Glad its working.
However it doesn`t really make sense. DXT1 doesn`t have an alpha channel as such. It has the ability to make selected pixels transparent. In effect DXT1 with Alpha and DXT1 without alpha are exactly the same except with alpha you can flag transparent pixels.
Maybe it is because of the header. "with alpha" is actually generated with a slightly different header even if no pixels are transparent.

Strange.....

Re: Re: Re: Re: Re: DXTbmp setting

Sorry for the confusion: DXT1 must be DXT3!!