Comments (13)
I need the DXT1a support to.
(It works with older NVidia compression lib)
Original comment by [email protected]
on 22 Jun 2007 at 3:11
from nvidia-texture-tools.
Here is a patch that enables DXT1a fast compression. I tried using the weighted
alpha
option for squish, however, it didn't work properly for me because it doesn't
allow
zero weights. Let me know what you think.
Original comment by [email protected]
on 25 Jul 2007 at 12:59
Attachments:
from nvidia-texture-tools.
That looks pretty good. Thanks!
I'd improve 'compressBlock_BoundsRangeAlpha' to only use the 3 color mode when
the
given block has any transparent texel. So, when it's entirely opaque, I'd still
use
the 4 color mode, that in general produces better results.
In squish the approach should be similar, force the 3 color mode when
transparent
texels are present in the current block. Rather than setting the weights to
zero, you
could set them to 1, so that they still influence the result, but not in a
significant way.
Original comment by [email protected]
on 25 Jul 2007 at 1:11
from nvidia-texture-tools.
Good point. I guess I was treating all blocks the same when blocks can alternate
between the 3 color and 4 color modes. I'll take a look at it again when I get a
chance. Thanks!
Original comment by [email protected]
on 25 Jul 2007 at 5:22
from nvidia-texture-tools.
I'd like to third(4th) the dxt1a support request. CUDA support would be ideal,
but
just getting a fully supported version in there soon would be quite useful.
Thanks!
Original comment by [email protected]
on 1 Aug 2007 at 10:14
from nvidia-texture-tools.
I'm working on this right now. In a couple of days I'll submit a fast compressor
based on aa.pascal's contribution and some improvements that I've done. I'll
finish
the high quality compressor and CUDA's implementation during the next two weeks.
Original comment by [email protected]
on 1 Aug 2007 at 10:23
- Changed state: Started
from nvidia-texture-tools.
bump! :)
Any news on this?
Thanks!
Ben
Original comment by [email protected]
on 11 Sep 2007 at 9:28
from nvidia-texture-tools.
I've added an improved DXT1a fast compressor. I still don't have the high
quality
compressor, but the improved fast compressor is much better than the old one,
although there's still room for improvement. Please, checkout the code in the
subversion repository and let me know what do you think.
I'll resume the work in the high quality compressor as soon as I finish
refactoring
the fast compressors (you can find the new code in QuickCompress.{h,cpp}).
Original comment by [email protected]
on 11 Sep 2007 at 10:13
from nvidia-texture-tools.
Original comment by [email protected]
on 28 Nov 2007 at 3:14
- Added labels: Milestone-Release1.0
from nvidia-texture-tools.
Just checking in again - we're basically at the stage where we'd like to fully
integrate a CUDA compression solution, but high quality DXT1a is important for
us to
continue. If I understand the current state of things, I can get high quality
images for everything but DXT1a. For DXT1a, I would have to disable CUDA to
get
high quality images - is this correct? Thanks!!
Ben
Original comment by [email protected]
on 14 Dec 2007 at 2:30
from nvidia-texture-tools.
brdmster, there's a small amount of work needed to enable high quality DXT1a
compression in the CPU. For GPU compression there's a bit more work required.
So,
right now, only the quick DXT1a compressor is available.
The DXT1a format will be fully supported for the next beta, that will be
released
early next year. I'll keep you posted as soon as I make more progress.
Original comment by [email protected]
on 14 Dec 2007 at 2:45
from nvidia-texture-tools.
OK, DXT1a is supported now. The CUDA accelerated compressor will be added later,
possibly after the beta.
Original comment by [email protected]
on 4 Feb 2008 at 7:55
- Changed state: Fixed
from nvidia-texture-tools.
I've opened Issue 29 to trace progress of the CUDA accelerated DXT1a compressor.
Original comment by [email protected]
on 4 Feb 2008 at 8:03
from nvidia-texture-tools.
Related Issues (20)
- Reading a two channel PNG (greyscale + alpha) via ImageIO::loadSTB() strips the alpha channel
- Weird code in BlockCTX1::evaluatePalette
- Assertion failed: isValidPtr(m_buffer) for nvdecompress
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- nvidia-texture-tools fails to build on aarch64 HOT 1
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- /usr/include/crt/host_config.h:119:2: error: #error -- unsupported GNU version (and fix)
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- Relation to NVIDIA Texture Tools exporter HOT 1
- Compile error on master branch. HOT 3
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- BC7 compression is very slow HOT 1
- seg fault with -bc1 -fast
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from nvidia-texture-tools.