Welcome to part 2 of the DXT compression series. In this series I go over the techniques and results used to compress Firefall's texture data as they are discovered and implemented. Red 5 Studios has graciously allowed me to post about this work publicly with the intention that peer review and group process will end up with something better overall, not only just for Red 5 but for others in the industry as well. So please do comment and suggest improvements if you have ideas or thoughts on the matter :)
Today I've been researching various DXT compression algorithms that attempt to reduce the on disk footprint of DXT textures. I have a loose requirement though that it has to be lossless. The reason is we already have blocking artifacts due to DXT and I don't want to make them worse. The exception of course is if it really is absolutely not noticeable, even to an artist.
I love it when you can cut through pages of format specification to deliver something simple. To that end I added another minimalistic code gem - WAV file writing in a single function. It only supports PCM format, but its amazingly handy when you need it! :) If you want to see DPCM format support post in the comments or send me an email.
Among other things, I've also been hard at work in my off time on a single file, minimalistic MPEG file writer.