SteelBlades wrote:So, how do they actually differ?
A few words from Sidney Schwartz himself that about covers it all..................................
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A Few Words About Texture Formats
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Scenery objects typically consist of a model (the shape of the object) and the textures that we use to "paint" the model. These textures can be saved in a variety of formats, each of which has slightly different properties. (Some formats allow for trasparency, some are more compact, etc.) It appears that certain texture formats are more likely to cause the blurries to occur. Based on what I've been told by those much smarter than me about these things, I've converted the textures for all my objects into the format that is supposed to prevent the blurries. They are formatted as follows:
* DXT1
* with MIP maps
* with alpha channel
The presence of the MIP maps and alpha channel are what is supposed to do the trick. I chose the DXT1 format because it is the most compact. A few of the textures are in DXT3 format because of tranparency considerations.
PLEASE NOTE that scenery objects made by different authors are very likely to use different texture formats. If you are using scenery that was created using objects by different authors, you almost certainly will have a mix of texture formats in that scenery. If you are still having a problem with the blurries after installing these textures, it may be caused by someone else's scenery object(s). There's nothing I can do about this. I also strongly suspect that graphics cards and drivers are another factor that determines whether or not you're going to have problems.
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From the read-me file in the first update package by Sidney Schwartz.
Lawrie.