devsh wrote:convert your textures to YUVA and split them into 2 separate planes (textures) one R8G8/LUM_ALPHA (2 channel) texture to code luminosity and alpha at full res and another for cR and cB. The good thing here is you usually do a 4:2:2 ratio where the YA texture is full res (1024x1024 for example) and the UV texture is quarter res (512x512) YOU GET DECENT LOOKING NON-PIXELATED IMAGES LIKE THAT!!! Bink and H264 do it!!! You just need a shader to decode the planes into RGBA... also this is the format best suited for texture streaming because you should care about loading the lum_a first and then upscale the UV
serengeor wrote:aaammmsterdddam wrote:old?
october 18 isn't that long ago...
Nope, it's 'Sat Oct 16, 2010 9:26 pm'
Users browsing this forum: No registered users and 0 guests