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DXT1

DXT1 is a lossy texture compression format that is part of the S3 Texture Compression (S3TC) family. It was developed by S3 Graphics and is widely supported across graphics hardware and APIs, including OpenGL, OpenGL ES, and DirectX. In DirectX terminology, DXT1 is often referred to as BC1. The format compresses each 4x4 texel block into 8 bytes, reducing memory usage and bandwidth for textures in real-time rendering.

Each 4x4 block stores two 16-bit color endpoints in RGB 5:6:5 format (c0 and c1). These endpoints

Alpha handling in DXT1 is binary per texel via the c0 <= c1 case, where some texels can

Applications and limitations: DXT1 provides a favorable balance of compression ratio and image quality for many

define
a
palette
of
four
colors
derived
from
c0
and
c1.
If
c0
>
c1,
the
two
interpolated
colors
c2
and
c3
are
computed
by
fixed-weight
interpolation
(c2
=
2/3
c0
+
1/3
c1;
c3
=
1/3
c0
+
2/3
c1).
If
c0
<=
c1,
the
palette
uses
three
colors
(c0,
c1,
c2)
and
a
transparent
color
for
the
fourth
entry,
enabling
binary
per-texel
alpha.
The
16
texels
in
the
block
are
then
assigned
colors
via
a
32-bit
2-bit-per-texel
index
map
that
references
the
palette.
The
result
is
an
8-byte
block
per
4x4
region.
be
fully
transparent.
DXT1
does
not
store
a
full
alpha
channel;
per-texel
transparency
is
limited
to
the
presence
or
absence
of
a
block-level
transparent
color.
natural
textures
and
is
common
in
older
and
some
modern
pipelines.
It
can
produce
visible
blockiness
at
low
bitrates
and
is
less
suited
for
sharp
text
or
highly
detailed
imagery.
It
remains
a
foundational
format
in
the
BC1
family
and
a
predecessor
to
more
advanced
DXT
variants.