"In C we had to code our own bugs. In C++ we can inherit them."
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New high quality texture compression demo
Friday, June 2, 2006 | Permalink

I've uploaded a new demo that shows up a high quality texture compression method. Awesome artwork!!! ... no actually it's just a textured quad, but the point is to show the quality difference between different methods.



Enter the code below

Saturday, June 3, 2006

Looks very good. Should become the new compression standard :-)

Monday, June 5, 2006

I think this method can deal with HDR, too.

Wednesday, June 7, 2006

Probably. In my HDR demo I did L16 + DXT1 (20bpp). It would probably be possible to do L16 + 3Dc, which could produce better quality at full resolution (24bpp) or slightly better performance at half res chrominance (essentially 17bpp).

Thursday, June 8, 2006

I transform the RGB to {log2(Y), 0.114 * B / Y, 0.229 * R / Y}. logY is stored in L16, B & R are stored in XRGB8 or GR16. It gets 24bpp with good quality.

Monday, June 12, 2006

I run but black. :S I have geforce 6800 ultra 256mb agp.

Tuesday, June 13, 2006

it's ATI only, for now that is.

Wednesday, June 14, 2006

Can you write an ATI 9600 compatible version?
It's possible?


Saturday, June 17, 2006

I've uploaded a version that allows it to run on all PS2.0 cards. It will use DXT1/DXT5 which looks worse than ATI1N/ATI2N but better than plain DXT1. On X1K cards you can use both DXT and 3Dc modes.

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