Took one more shot at eliminating color banding in the sky today. Alpha exponent DXT5 worked like a charm. Process texture using GIMP Color to Alpha (using Black as the color) then in shader color = vec4( texture.rgb * texture.a, 1.0 )
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Someone else suggested that to me, so I read the first few Google results for "BC7 OpenGL" but it really didn't fill me with confidence. There are so many codecs and it is hard to find documentation of what ones will *actually work*.
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If you want a robust/reliable BC7 compressor, ispc_texcomp is decent. My bc7m16 encoder (modes 1 and 6 only - but it's in a single C source file) is also very competitive for opaque textures. Even just mode 6 BC7 is really high quality vs. BC1.
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I will look into that some more. Thanks!
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