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Post by bambi on Jun 2, 2024 11:52:18 GMT -5
Can we now use different compression methods to reduce glitches of cc textures?
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Post by andrew on Jun 2, 2024 14:00:04 GMT -5
Hi bambi, You can use DDS to specify the compression methods, but importing a PNG in S4S will automatically use DXT5/DXT1 (alpha/no alpha) with mip maps. Since DX11 is still in testing, EA may still make changes on their side to fix the glitches though, so you may want to wait.
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Post by bambi on Jun 2, 2024 17:51:43 GMT -5
andrew I usually do it this way (through dds), I'm curioгs are there any new way we can use except 8888 BGRA 32 bpp unsigned to achieve better quality with dx 11, and can studio read it?
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Post by andrew on Jun 12, 2024 1:41:10 GMT -5
bambi, S4S should already accept images like this if saved as DDS. The next version will show more details on "DST Image" resources so you can see whether it is using DXT compression or uncompressed formats like "8888 BGRA 32 bpp unsigned ".
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