t00fri wrote:Anyway NOW everything works great!
That's very good news!
t00fri wrote:What was your precise incentive to add that additional R<->G flip, relative to the NV White paper? Since as it is now, the nvdxt tools work very nicely, with LOTS of quality and speed options etc.
I think it was the NVIDIA white paper which recommended using green instead of red. DXT5 compressed textures are divided into 4x4 blocks that each have a palette generated by interpolating two 'anchor' colors. These colors are packed into 16 bits, with 5 bits for red, 6 bits for green, and 5 bits for blue. The extra bit of precision in green is why I picked it instead of red.
Should one actually include mipmaps or not? After all the various tile levels ~ act like mipmaps don't they?
Right. Mipmaps are unnecessary for VTs except for the root level textures.
Below, I made a concise comparison of the smoothness and detail of the level4 nm tiles in PNG (top) versus the new DXT5nm compressed tiles (bottom). The latter are even zoomed in a bit more, yet I think the quality and smoothness of the new compression is REMARKABLE.
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So what exactly are we gaining: when comparing PNG vs DXT5nm on a 256MB FX card?
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Opinions?
PNG (24-bit RGB) normal maps:
Advantages:
- Better quality (though as your images demonstrate, DXT5nm is very competitive)
- Works on any hardware that supports the vertex shader/DOT3 path
Disadvantages:
- Requires a lot of memory
DXT5nm
Advantages:
- Uses less memory (4:1 compression because 24 bit per pixel RGB textures get expanded to 32-bit per pixel RGBA textures in video memory.)
- Since normal z is generated, the normals will *always* have unit length
Disadvantages:
- Requires DX9/OpenGL 2.0 class hardware
- Extra calculation required in the pixel shader--could be slower on some systems
- Quality not quite as good as 24-bit RGB
--Chris