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?

Thank you,
Renzo.
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?

Thank you,
Renzo.
Torque 3D Owner Eric Forhan
BTW, there are better forums for this--in particular some for TGEA. :)