Comments (9)
This would be really useful to have. Any chance to move this up in the priority?
Original comment by [email protected]
on 11 May 2008 at 5:24
from nvidia-texture-tools.
I'll work on this after the 2.1 release. What input and output formats do you
need
the most?
Original comment by [email protected]
on 11 May 2008 at 7:56
- Changed state: Accepted
- Added labels: Milestone-Release2.2
from nvidia-texture-tools.
I think for input full float format would be best (I think the freeimage
libraries
just convert to straight floats). As for output, perhaps both the float and the
RGBE
formats?
Original comment by [email protected]
on 12 May 2008 at 6:16
from nvidia-texture-tools.
Ok, let's start with RGBA_F32 as input, and RGBA_F32, RGBA_F16 and RGBE as
output. Other formats can be
added in future releases. Let's move this back to 2.1: the patch you sent me
handles floats in the input;
supporting it in the output should not take too long.
Original comment by [email protected]
on 12 May 2008 at 7:51
- Changed state: Started
- Added labels: Milestone-Release2.1
- Removed labels: Milestone-Release2.2
from nvidia-texture-tools.
Attaching Jim's patch for reference.
Original comment by [email protected]
on 31 Jul 2008 at 8:43
Attachments:
from nvidia-texture-tools.
I've added basic support for float output. This required some API changes. To
specify
that the output are floats instead of normalized unsigned integers I've added
the
following function:
void CompressionOptions::setPixelType(PixelType pixelType);
where PixelType is:
enum PixelType
{
PixelType_UnsignedNorm,
PixelType_SignedNorm,
PixelType_UnsignedInt,
PixelType_SignedInt,
PixelType_Float,
};
Currently only UnsignedNorm and Float are supported.
To specify the format I've added another setPixelFormat method. This one
assumes that
the components are in RGBA order, and only takes the size of each component:
void CompressionOptions::setPixelFormat(unsigned char rsize, unsigned char
gsize,
unsigned char bsize, unsigned char asize);
For example, for D3DFMT_R16G16B16A16F you would use:
compressionOptions.setPixelType(PixelType_Float);
compressionOptions.setPixelFormat(16, 16, 16, 16);
This is still a work in progress.
Original comment by [email protected]
on 31 Jul 2008 at 10:00
from nvidia-texture-tools.
Support for RGBE and tone mapping options moved to issue 57 and issue 58.
Original comment by [email protected]
on 31 Jul 2008 at 10:05
from nvidia-texture-tools.
Original comment by [email protected]
on 11 Oct 2008 at 7:29
- Added labels: Priority-High
- Removed labels: Priority-Medium
from nvidia-texture-tools.
This can be closed now.
Original comment by [email protected]
on 11 Sep 2012 at 6:21
- Changed state: Fixed
from nvidia-texture-tools.
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