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I'm going to implement an alternate quantization algorithm for skyboxes. As you can see in this screenshot, while the FWQ algorithm works amazingly well when it doesn't glitch, things get really bad when it glitches out.

Currently, FQM textures are being compiled using a safer Quadricolor algorithm based on error mirroring. I'll look into porting this algorithm to skyboxes too. Users will be able to choose which algorithm to use.

Those glitches didn't happen in early iterations of the FWQ algorithm, but they started happening when lossless error diffusion was implemented. With lossy error diffusion they didn't happen, but the quality of the quantization was inferior.

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