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OBD talk:TXMP: Difference between revisions

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::equivalent to GL_RGBA4 OpenGL image format [[User:Neo|Neo]]
::equivalent to GL_RGBA4 OpenGL image format [[User:Neo|Neo]]
:Q: Does the interpretation of the high bits depend on the 0x88 settings? [[User:Geyser|geyser]]
:Q: Does the interpretation of the high bits depend on the 0x88 settings? [[User:Geyser|geyser]]
:A: Yes, for env maps it really means how much reflective is the surface instead of transparency. [[User:Neo|Neo]]
;1
;1
:(5,5,5) RGB and 1 bit extra
:(5,5,5) RGB and 1 bit extra
::the extra bit is simply ignored, equivalent to GL_RGB5 OpenGL image format [[User:Neo|Neo]]
::the extra bit is simply ignored, equivalent to GL_RGB5 OpenGL image format [[User:Neo|Neo]]
:Q: Is the extra bit ''always'' ignored, regardless of the 0x88 settings? [[User:Geyser|geyser]]
:Q: Is the extra bit ''always'' ignored, regardless of the 0x88 settings? [[User:Geyser|geyser]]
:A: Yes, if it's RGB5 then it's RGB5, no alpha. [[User:Neo|Neo]]
;2
;2
:(5,5,5) RGB, 1 bit extra (interpreted as alpha or env map blending)
:(5,5,5) RGB, 1 bit extra (interpreted as alpha or env map blending)
::equivalent to GL_RGB5_A1 OpenGL image format [[User:Neo|Neo]]
::equivalent to GL_RGB5_A1 OpenGL image format [[User:Neo|Neo]]
:Q: Does the interpretation of the high bits depend on the 0x88 settings? [[User:Geyser|geyser]]
:Q: Does the interpretation of the high bits depend on the 0x88 settings? [[User:Geyser|geyser]]
:A: Same as for 0 store type. [[User:Neo|Neo]]
;8
;8
:(8,8,8) RGB, 8 bits extra
:(8,8,8) RGB, 8 bits extra
::extra bits are ignored, equivalent to GL_RGB OpenGL image format [[User:Neo|Neo]]
::extra bits are ignored, equivalent to GL_RGB OpenGL image format [[User:Neo|Neo]]
:Q: (sorry) are the extra bit ''always'' ignored, regardless of the 0x88 settings? [[User:Geyser|geyser]]
:Q: (sorry) are the extra bit ''always'' ignored, regardless of the 0x88 settings? [[User:Geyser|geyser]]
:A: Again, if it's RGB then it's RGB and not RGBA. If I remember correctly only skyboxes have this format and they don't have/need alpha anyway. If you need an RGBA format try store type 7, with some luck it will work. [[User:Neo|Neo]]
;9
;9
:compressed (four times) (algorithm detailed elsewhere)
:compressed (four times) (algorithm detailed elsewhere)
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:::(note: ARB stands for Architecture Review Board, not Alpha Red Blue ^^ [[User:Geyser|geyser]])
:::(note: ARB stands for Architecture Review Board, not Alpha Red Blue ^^ [[User:Geyser|geyser]])
:Q: Aha, "dxt1". Any more ideas looking at [[OSL:Preset#Only_on_Mac_beta_4|THESE]]? [[User:Geyser|geyser]]
:Q: Aha, "dxt1". Any more ideas looking at [[OSL:Preset#Only_on_Mac_beta_4|THESE]]? [[User:Geyser|geyser]]
:A: gl_disable_dxt1 probably decompresses the texture before passing it to Open GL. On the current videocards DXT1 is always supported and hopefully correctly implemented but when Oni was created things weren't necesarily as today. The 3 options are similar probably, either needed because of videocard/driver issues or maybe simply for debugging and testing. [[User:Neo|Neo]]
;Anything else?
;Anything else?
:Q: (sorry) nothing else, ever ever? ^^ [[User:Geyser|geyser]]
:Q: (sorry) nothing else, ever ever? ^^ [[User:Geyser|geyser]]
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