DXT compression explained: Difference between revisions

From FSDeveloper Wiki
Jump to navigationJump to search
No edit summary
No edit summary
Line 13: Line 13:


This article hopes to explain the differences between the different formats, so that you can make a good choice which compression to use. Also will it explain how the compression itself works, so that you understand the influence it has on the quality of your texture.
This article hopes to explain the differences between the different formats, so that you can make a good choice which compression to use. Also will it explain how the compression itself works, so that you understand the influence it has on the quality of your texture.
== DXT1 ==
The first compression we will look at is DXT1. This is the most simple compression and also the basis for the other types.
But let's start with a note about compression itself. You have probably noticed that the DXT compressed textures always have the same size. This is because they have a fixed compression ratio. Because the resulting size is fixed, it also means that the quality loss of the compression depends on the original texture you used.
== DXT1 with alpha ==
== DXT3 ==
== DXT5 ==


[[Category:Texturing]]
[[Category:Texturing]]
[[Category:Scenery_Design]]
[[Category:Scenery_Design]]
[[Category:Aircraft_Design]]
[[Category:Aircraft_Design]]

Revision as of 03:57, 25 December 2008

Since the introduction of the compressed DXT texture types in Flight Simulator, choosing the right type of compression has often lead to discussion. What are the differences between DXT1 and DXT3 for example? The latter one gives me a bigger filesize, so does that not mean better quality of my texture?

This article hopes to explain the differences between the different formats, so that you can make a good choice which compression to use. Also will it explain how the compression itself works, so that you understand the influence it has on the quality of your texture.

DXT1

The first compression we will look at is DXT1. This is the most simple compression and also the basis for the other types.

But let's start with a note about compression itself. You have probably noticed that the DXT compressed textures always have the same size. This is because they have a fixed compression ratio. Because the resulting size is fixed, it also means that the quality loss of the compression depends on the original texture you used.

DXT1 with alpha

DXT3

DXT5