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Registered User
Join Date: Aug 2006
Posts: 38
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I've done some texturecompression experiments:
The original picture is only for referenz, the DXT1 picture I've create with a gimp exporter and the indexed picture is only for filling the space :P Only the DXT5 verion is important. I use this steps to create it: 1. Load a image in gimp. 2. Create a Alphachanel from the Black Color (Colors->Color to Alpha) 3. Export the result as dds with DXT5 compression The GPU is able to decompress in realtime and the shader needs only one additional multiplication. An verry simple GLSL fragmentshader for example: Code:
uniform sampler2D Colormap;
void main(void){
vec4 color = texture2D(Colormap, vec2(gl_TexCoord[0]));
gl_FragColor = color * color.a;
}
With a own specilised exporter the Quality could get close to the original. In special cases this algorithm would be able to store pictures with up to 16 bit dynamic range.
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Will code GLSL for food. |
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