Add support for compressing texture arrays.
Also add support for reading/writing DX10 uncompressed (RGB/lumi) textures, so now it's possible to compress a texture array assembled with nvcompress.
This commit is contained in:
@ -487,11 +487,14 @@ int main(int argc, char *argv[])
|
||||
|
||||
nvDebugBreak();
|
||||
}
|
||||
else
|
||||
{
|
||||
nvDebugCheck(dds.isTextureCube());
|
||||
else if (dds.isTextureCube()) {
|
||||
inputOptions.setTextureLayout(nvtt::TextureType_Cube, dds.width(), dds.height());
|
||||
faceCount = 6;
|
||||
} else {
|
||||
nvDebugCheck(dds.isTextureArray());
|
||||
inputOptions.setTextureLayout(nvtt::TextureType_Array, dds.width(), dds.height(), 1, dds.arraySize());
|
||||
faceCount = dds.arraySize();
|
||||
dds10 = true;
|
||||
}
|
||||
|
||||
uint mipmapCount = dds.mipmapCount();
|
||||
|
Reference in New Issue
Block a user