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authorMaxxiii <[email protected]>2020-09-16 21:35:25 +0300
committerMaxxiii <[email protected]>2020-09-16 21:35:25 +0300
commitc7606f1bcec4c50d40fb424fb3d6afe35a9e2245 (patch)
treec198218a111e8eefeffac9228184b2aab1b4e78c /subpages/Comments/VTFLib-page2.html
parentUpdate more local links in comments (diff)
downloadnemstools.github.io-c7606f1bcec4c50d40fb424fb3d6afe35a9e2245.tar.xz
nemstools.github.io-c7606f1bcec4c50d40fb424fb3d6afe35a9e2245.zip
Fix some external links from comments
Diffstat (limited to 'subpages/Comments/VTFLib-page2.html')
-rw-r--r--subpages/Comments/VTFLib-page2.html13
1 files changed, 5 insertions, 8 deletions
diff --git a/subpages/Comments/VTFLib-page2.html b/subpages/Comments/VTFLib-page2.html
index a83bdd9..de4e6f8 100644
--- a/subpages/Comments/VTFLib-page2.html
+++ b/subpages/Comments/VTFLib-page2.html
@@ -268,8 +268,7 @@
<div class="space"></div>
</div>
<div class="content">It sounds like you have two faces exactly on top of each other, the observations you
- have made sound like <a
- href="https://web.archive.org/web/20170904164308/http://en.wikipedia.org/wiki/Z-fighting">z-fighting</a>.
+ have made sound like <a href="http://en.wikipedia.org/wiki/Z-fighting">z-fighting</a>.
If so, this has nothing to do with the texture.</div>
</div><br />
<div class="group">
@@ -348,7 +347,7 @@
idea to generate your texture multiple times with different settings and examine the resulting mipmaps
in VTFEdit.<br /><br />Lastly, if you have a somewhat recent video card, you may want to make sure
you're using a good filter in game. Typically this will be the highest <a
- href="https://web.archive.org/web/20170904164308/http://en.wikipedia.org/wiki/Anisotropic_filtering">anisotropic</a>
+ href="http://en.wikipedia.org/wiki/Anisotropic_filtering">anisotropic</a>
setting your video card supports.</div>
</div><br />
<div class="group">
@@ -393,8 +392,7 @@
methods, but the best are very expensive (so you're not really saving anything by having smaller
textures far away because (1) you're using more than one texture and (2) your doing several
interpolations instead of just one).<br /><br />An excellent description of the different ways mipmaps
- are used is described <a
- href="https://web.archive.org/web/20170904164308/http://en.wikipedia.org/wiki/Texture_filtering">here</a>.<br />
+ are used is described <a href="http://en.wikipedia.org/wiki/Texture_filtering">here</a>.<br />
<br />
Perhaps if you could provide me with some screenshots of the problems you are having I can provide more
assistance...</div>
@@ -1122,10 +1120,9 @@
<div class="space"></div>
</div>
<div class="content">I currently try to find a replacement for the nvDXTLib. Just for S3TC compression I
- can use <a
- href="https://web.archive.org/web/20170907191500/http://cgit.freedesktop.org/~mareko/libtxc_dxtn/">libtxc_dxtn</a>,
+ can use <a href="http://cgit.freedesktop.org/~mareko/libtxc_dxtn/">libtxc_dxtn</a>,
but that leaves out mipmap generation and image scaling. The <br /><a
- href="https://web.archive.org/web/20170907191500/https://code.google.com/p/nvidia-texture-tools/">nvidia-texture-tools</a>
+ href="https://code.google.com/p/nvidia-texture-tools/">nvidia-texture-tools</a>
look like a promising replacement (MIT licensed, used by Unreal Engine 3, blender etc.). It supports
mipmap generation, image scaling and S3TC compression, but only supports a fraction of the mipmap
filters and no sharpening filters etc. (except I'm missing something). So it's probably ok for basic