All convert a 4×4 block of pixels to a 64-bit or 128-bit quantity, resulting in compression ratios of 6:1 with 24-bit RGB input data or 4:1 with 32-bit RGBA input data.
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id Software worked around the normalmap compression issues in Doom 3 by moving the red component into the alpha channel before compression and moving it back during rendering in the pixel shader.
data compression | texture | Data compression | Lossy compression | Image compression | Dynamic range compression | Video compression picture types | Vesicular texture | texture (music) | Texture mapping | Surface texture | Gain compression | Compression fitting | Audio compression (data) | speech compression | FCX file compression | Dynamic range compression (audio) | Compression therapy | Compression of Genomic Re-Sequencing Data | Cold compression therapy | audio compression | A Hipstamatic photo, illustrating the application's Surface texture |