Clarify some help message descriptions
@@ -161,14 +161,13 @@ COMPRESSION
-mask
The input texture is a mask texture with unrelated data stored
in the various color components, so enable error heuristics that
- aim to improve perceptual quality by minimizing the effect of
- error cross-talk across the color components.
+ aim to improve quality by minimizing the effect of error
+ cross-talk across the color components.
-normal
The input texture is a three component linear LDR normal map
storing unit length normals as (R=X, G=Y, B=Z). The output will
- be a two component X+Y normal map stored as (RGB=X, A=Y),
- optimized for angular error instead of simple PSNR. The Z
+ be a two component X+Y normal map stored as (RGB=X, A=Y). The Z
component can be recovered programmatically in shader code by
using the equation:
