Texture Compression: Difference between revisions
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The precise details of its operation, as with all compression schemes, are somewhat complicated. But the principle behind S3TC isn't too hard to understand: For each 4x4 [[Pixel vs. Texel|texel]] block of the texture, the compressor selects two colors A and B that can be mixed to approximate the texels in the block. The rest describes in which proportion A and B are mixed to form each texel: all A, all B, or two-thirds of one and one-third of the other. The 16 proportions fit in the same space as two texels, resulting in a constant reduction of 16 original texels to the size of four (A, B, and the proportions). (Remember that a texel is not necessarily the same as a pixel of color; it's just a piece of arbitrary data which can be used for anything - such as storing the data relating to proportions.)
It should also be noted that the [[Game Cube]] and [[X Box]] used S3TC, but the [[
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