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At the end of this section, the author specifically states, "DXT1 does not store alpha data enabling higher compression ratios." This is incorrect. Alpha information is always stored in DXT1-compressed textures as one bit (on/off), whether or not the texture is transparent. In DXT1C (non-transparent) textures, the alpha-bit is always on; thus, the pixels are opaque. In DXT1A (transparent) textures, the alpha-bit may be on or off. If it is off, the color data is arbitrarily black (R:0, G:0, B:0). Someone with authority please do the research and correct this. —Preceding unsigned comment added by 98.212.219.148 (talk) 14:43, 12 November 2009 (UTC)[reply]
I think there should be an a separate article on texture compression (like in the German wikipedia). Now texture compression is just a redirect to S3TC. —Preceding unsigned comment added by 132.230.30.158 (talk) 20:39, 27 November 2007 (UTC)[reply]
note: the following was copied from User talk:NJM
most DirectX 6 accelerators (Rage128Pro, Riva TNT2, Voodoo 3, Matrox G400) didn't support s3tc in hardware. (Rage128Pro only had software emulation, others listed didn't support at all). At that time game support was questionable. Although S3 announced many D3D titles supporting S3TC, they didn't get benefit from it. Tim Sweeny, the Unreal Tournament developer said that UT will not support S3TC in D3D due to inefficient D3D realisation, and it's support was only implemented some years later.
I asked some Mesa GL / Xorg programmers about this and their consensus was that the tendency with OpenGL is for IHVs to come up with new functionality, add it to their hardware and then get around to writing the GL extension. In the specific case of S3TC, industry adoption was sort of inevitable. Everybody wanted compressed textures, the competitors to S3TC (FXT1 and VQ) weren't as good, and then Microsoft decided to require it in DirectX 6, which was the final straw (so to speak). --NJM01:25, 8 November 2005 (UTC)[reply]