add texture compression explication

This commit is contained in:
David Rose 2009-06-09 21:47:11 +00:00
parent a5f509bea3
commit edd8e59a26
1 changed files with 23 additions and 4 deletions

View File

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