Texture compression question

DXT1 is for textures with no alpha channel. DXT5 allows alpha values. The difference between Reach and HiDef graphics profiles is that Reach requires the textures to be a power of two (POT) in width and height, but not necessarily square.

The texture compression selected by the content build pipeline is

  • Desktop (Windows DirectX, DesktopGL): DXT1 for fully opaque textures, DXT5 for textures with alpha, specialized DXT3 for SpriteFont textures.
  • iOS: PVR, with fallback to 16-bit (Bgr565 or Bgra4444) if the textures is NPOT (not power-of-two) and square.
  • Android: ETC1 for fully opaque textures with fallback to Bgr565 for NPOT (due to PowerVR chipsets in some Android device), Bgra4444 for textures with alpha
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