add texture compression explication
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@ -154,10 +154,10 @@ appear before they are referenced.
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This defines the load format of the image file. The
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format-definition is one of:
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RGBA, RGBM, RGBA12, RGBA8, RGBA4,
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RGB, RGB12, RGB8, RGB5, RGB332,
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LUMINANCE_ALPHA,
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RED, GREEN, BLUE, ALPHA, LUMINANCE
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RGBA, RGBM, RGBA12, RGBA8, RGBA4,
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RGB, RGB12, RGB8, RGB5, RGB332,
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LUMINANCE_ALPHA,
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RED, GREEN, BLUE, ALPHA, LUMINANCE
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The formats whose names end in digits specifically request a
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particular texel width. RGB12 and RGBA12 specify 48-bit texels
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@ -178,6 +178,25 @@ appear before they are referenced.
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specified; if it does not, the egg loader will attempt to provide
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the closest match that does.
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<Scalar> compression { compression-mode }
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Defines an explicit control over the real-time compression mode
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applied to the texture. The various options are:
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DEFAULT OFF ON
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FXT1 DXT1 DXT2 DXT3 DXT4 DXT5
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This controls the compression of the texture when it is loaded
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into graphics memory, and has nothing to do with on-disk
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compression such as JPEG. If this option is omitted or "DEFAULT",
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then the texture compression is controlled by the
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compressed-textures config variable. If it is "OFF", texture
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compression is explicitly off for this texture regardless of the
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setting of the config variable; if it is "ON", texture compression
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is explicitly on, and a default compression algorithm supported by
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the driver is selected. If any of the other options, it names the
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specific compression algorithm to be used.
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<Scalar> wrap { repeat-definition }
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<Scalar> wrapu { repeat-definition }
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<Scalar> wrapv { repeat-definition }
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