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 [[PSPlay Station 2]] could not use it directly. There were games that developers could play to use various forms of compression, but because they were software solutions, they were often a tradeoff between some quantity of performance and the resulting memory savings. That is why the PS2 could make detailed graphics, but not as much as the other two (as the port of ''[[Resident Evil]] 4'' showed). So this is very important for high end graphical details.
 
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