Paradox wrote:Actually, I just looked through Trylon's work both in the branch, and the latest version in the trunk. I'm not seeing anywhere that the "noCompress" string appears.
It's also not entirely clear where the texture compression is set, but we have a "UseAlpha" and a "MipMap" button that don't currently serve a purpose.
Uh, yeah, I threw that all out, expecting to find a better solution in the near future.
I propose the following:
- Any texture using any form of Alpha must specify the USEALPHA flag. This will ensure that such textures are stored with the proper DXT Compression level.
- Any texture needing to be mipmapped and compressed must specify the MIPMAP flag.
- Any textures not specifying these flags will be exported as uncompressed data or with jpeg image compression.
There is just one caveat with this - multiple texture layers can use the same image.... What if one texture layer sets alpha an another not? Or mipmap for that matter....
A few notes:
- Both DXT1 and DXT5 (the most commonly used compression types) support Alpha, but different types. "on-off" alpha is supported by DXT1; but full alpha must use DXT5. We might possibly use a different flag to distinguish between the two.
Indeed - it will be a lot easier to implement with the recent texture updates..
- Linking panels and GUI images should be JPEG compressed. If that isn't possible, then they should remain uncompressed.
True
- The option to disable mipmapping or texture resizing is a complete waste of time IMO. All textures that are compressed should specify mipmap levels, and all textures should be resized to a power of 2.
Yeah well, I threw that out anyway in the last update