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Posted

As of TDM 2.0, normal map compression does not work in TDM ( the swizzle was removed from the ARB shaders )

 

TDM 2.07 has tentative support for 3Dc style compression via RGTC textures. image_useNormalCompression 2 will enable it (compresses textures on-the-fly but does not use pre-compressed images yet...)

 

A few things do not work, glass shaders, water shaders, anything where the ARB surface shader hasn't been rebuilt with a GLSL version that has a branch for RGTC processing.

 

http://wiki.thedarkmod.com/index.php?title=What%27s_new_in_TDM_2.07#Important_CVARS

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Posted

Normalmaps were being compressed at least in 2.05, I saw this while testing materials. When I had just a greyscale diffuse and specular texture, and a baked normalmap, the latter had garbled pixels / compression artifacts that disappeared when I set normal compression to 0.

Posted

As of TDM 2.0, normal map compression does not work in TDM ( the swizzle was removed from the ARB shaders )

 

TDM 2.07 has tentative support for 3Dc style compression via RGTC textures. image_useNormalCompression 2 will enable it (compresses textures on-the-fly but does not use pre-compressed images yet...)

 

A few things do not work, glass shaders, water shaders, anything where the ARB surface shader hasn't been rebuilt with a GLSL version that has a branch for RGTC processing.

 

http://wiki.thedarkmod.com/index.php?title=What%27s_new_in_TDM_2.07#Important_CVARS

 

So the normal maps are not compressed, that is certainly surprising, to me at least doesn't seem to cause any trouble. But people with old GPU's with 2GB or less VRAM could potentially have problems.

 

What ARB shaders are still not converted?

Posted

obraz.png

 

Compression artifacts under 2.05/6 when the normal compression was turned on. Gone when it was off. Even in 2.07 turning normal compression off shows increased vram use.

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