Colour bleed topic again
I have found that DXT1 and DXT3 formats generate always a definition distortion called in several very old threads 'colour bleed'.
A problem that worsens steadily with each new save of the file after editing. The colour shades are somewhat turned into square shaped areas, easily seen when zooming in the texture, while part of each tint actually bleeds from darker tones squares into lighter ones and viceversa.
Stock CFS2 aircraft textures are all 'DXT1-no alpha' (I am using Martin Wright's DXTbmp terms, as there is a DXT1 with and a DXT1 without). They look nice from a distance, but then look more blurred at very close ranges. Zoomed in with any graphic editor, they reveal the squared texturing I spoke about.
Edited and saved as DXT1 around three to four times in a row, 'colour-bleed' effect increases and they degrade real fast, to the point that panelling and rivets almost disappear.
The edges of details that should look sharp, like nationality roundels or stencilled characters, increasingly blend in with the surrounding colour to the point that they look as blurred as if they were seen under water without a mask. Not speaking of straight lines or curves, which turn out a total mess. DXT3 is even worse than DXT1 in this aspect, one edit and save and the texture is already badly compromised.
Extended format with alpha texture becomes unavoidable when painting damage textures that will display with empty areas. I resolved the degradation problem in part here by saving the texture in 16 bit 565 after each editing, then joining it with its alpha textures in DXT1 format only at completion. One save, the very last one, while I keep a copy in 565 format just in case I needed to go back and further edit it.
On the other hand, just everybody else that experienced with the same textures, saved as 16 bit 565 and DXT1 or 3, reported that animation rate improves with DXT format textures.
Since I find very often details in need of touchups, I am forced to save my editing jobs always in 16 bit 565 format. I must admit that my CFS2 is not that fast, even if there are many other factors slowing down framerate, such as increased detailing of the models over the years, model conversion from civilian sims without multi-LOD, improved effects, more detailed ground mesh and so on. I eliminated mipmaps a while ago.
The age of my rig doesn't help either, even if its performance is still top notch, according to all the checkup utilities I use.
When I switch from DXT1/3 to 16bit 565 textures, I can tell the difference. To the point that lately, when I have the rare time to fly a mission, providing it does not involve ground attacks, I start CFS2 with an empty cfs2.gsl file, so that all my computing power is devoted exclusively to displaying aircrafts.
No one ever came up with a solution to avoid 'colour bleed' with DXT formats, yet I have seen many times DXT textures displayed with very high definition and almost undetectable colour bleed. I wonder what paint program allows that
(and how user-friendly it is.....).....
Cheers!
KH 