Seattle-area consultant and co-owner at Binomial LLC, game and open source developer, graphics programmer, lossless data and texture compression specialist, and recovering OpenGL addict. Worked previously at Digital Illusions, Microsoft Ensemble Studios, Valve, Boss Fight Entertainment, and Unity Technologies.
Tuesday, September 6, 2016
Direct conversion of ETC1 to DXT1 texture data: 2nd experiment
I lowered the ETC1 encoder's quality setting, so it doesn't try varying the block color so much during endpoint optimization. The DXT1 artifacts in my first experiment are definitely improved, although the overall quality is reduced. I also enabled usage of 3-color DXT1 blocks (although that was very minor).
Perhaps the right solution (that preserves quality but avoids the artifacts) is to add a ETC1->DXT1 error elevator to the ETC1 encoder, so it's aware of how much DXT1 error each ETC1 trial block color has.