Game Development Community

Normal map compression

by Renzo Sanchez · in General Discussion · 07/10/2007 (6:50 am) · 3 replies

Hello,

Could you share your experience with normal map compression? Right now I am using dds and tga normal map textures. When the game has its option "high quality" turned on, it uses the tga textures; but I would like to try another alternatives suggested by NVIdia:
1. Using the A8L8 format and generating the Z component;
2. Using the dxt5 format and storing the X component in the alpha channel (swizzled DXT5 normal map).

I've also tryed the ATI 3dc compression, but I have worse results or maybe I am doing something wrong with "the compressonator" tool from ATI, see the picture please.

About swizzled DXT5 normal map, I already have the code done, but I don't know how can I swap the alpha and red channels in my texture, I am using nvdxt NVidia tool, but I don't know how can I swap red and alpha channels. Any help on this please?

www.artigames.com/Temp/pic2.jpg
Thank you,
Renzo.

#1
07/10/2007 (8:15 am)
You probably don't want any compression on normal maps at all, as it will distort the result. An uncompressed format is the best. Now, for diffuse maps that's an entirely different matter...

BTW, there are better forums for this--in particular some for TGEA. :)
#2
07/18/2007 (8:34 am)
You might find this page useful, http://www.poopinmymouth.com/tutorial/dds_types.html
#3
07/18/2007 (12:32 pm)
Great page, thank you.