Upgrade version numbers.
This commit is contained in:
parent
fdb19630fd
commit
4ed110bdb6
@ -1,24 +1,24 @@
|
||||
The NVIDIA Texture Tools are licensed under the MIT license.
|
||||
|
||||
Copyright (c) 2007 NVIDIA Corporation
|
||||
|
||||
Permission is hereby granted, free of charge, to any person
|
||||
obtaining a copy of this software and associated documentation
|
||||
files (the "Software"), to deal in the Software without
|
||||
restriction, including without limitation the rights to use,
|
||||
copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
copies of the Software, and to permit persons to whom the
|
||||
Software is furnished to do so, subject to the following
|
||||
conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be
|
||||
included in all copies or substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
|
||||
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
|
||||
OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
|
||||
NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
|
||||
HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
|
||||
WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
||||
FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
|
||||
OTHER DEALINGS IN THE SOFTWARE.
|
||||
The NVIDIA Texture Tools 2 are licensed under the MIT license.
|
||||
|
||||
Copyright (c) 2007 NVIDIA Corporation
|
||||
|
||||
Permission is hereby granted, free of charge, to any person
|
||||
obtaining a copy of this software and associated documentation
|
||||
files (the "Software"), to deal in the Software without
|
||||
restriction, including without limitation the rights to use,
|
||||
copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
copies of the Software, and to permit persons to whom the
|
||||
Software is furnished to do so, subject to the following
|
||||
conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be
|
||||
included in all copies or substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
|
||||
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
|
||||
OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
|
||||
NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
|
||||
HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
|
||||
WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
||||
FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
|
||||
OTHER DEALINGS IN THE SOFTWARE.
|
||||
|
@ -1,161 +1,161 @@
|
||||
--------------------------------------------------------------------------------
|
||||
--------------------------------------------------------------------------------
|
||||
NVIDIA Texture Tools
|
||||
README.txt
|
||||
Version 0.9.2
|
||||
--------------------------------------------------------------------------------
|
||||
--------------------------------------------------------------------------------
|
||||
|
||||
--------------------------------------------------------------------------------
|
||||
TABLE OF CONTENTS
|
||||
--------------------------------------------------------------------------------
|
||||
I. Instructions
|
||||
II. Contents
|
||||
III. Compilation Instructions
|
||||
IV. Using NVIDIA Texture Tools in your own applications
|
||||
V. Known Issues
|
||||
VI. Frequently Asked Questions
|
||||
--------------------------------------------------------------------------------
|
||||
|
||||
I. Introduction
|
||||
--------------------------------------------------------------------------------
|
||||
|
||||
This is our first alpha release of our new Texture Tools. The main highlights of
|
||||
this release are support for all DX10 texture formats, higher speed and improved
|
||||
compression quality.
|
||||
|
||||
In addition to that it also comes with a hardware accelerated compressor that
|
||||
uses CUDA to compress blocks in parallel on the GPU and runs around 10 times
|
||||
faster than the CPU counterpart.
|
||||
|
||||
You can obtain CUDA from our developer site at:
|
||||
|
||||
http://developer.nvidia.com/object/cuda.html
|
||||
|
||||
The source code of the Texture Tools is being released under the terms of
|
||||
the MIT license.
|
||||
|
||||
|
||||
II. Contents
|
||||
--------------------------------------------------------------------------------
|
||||
|
||||
This release contains only the source code of the texture compression library
|
||||
and an example commandline application that shows its use.
|
||||
|
||||
|
||||
III. Compilation Instructions
|
||||
--------------------------------------------------------------------------------
|
||||
|
||||
The compression library and the example can be compiled with Visual Studio 8 on
|
||||
Windows using the following solution file:
|
||||
|
||||
project\vc8\nvtt.sln
|
||||
|
||||
On most other platforms you can also use cmake. For more information about
|
||||
cmake, visit:
|
||||
|
||||
http://www.cmake.org/
|
||||
|
||||
On unix systems you can use the standard build procedure (assuming cmake is
|
||||
installed on your system):
|
||||
|
||||
$ ./configure
|
||||
$ make
|
||||
$ sudo make install
|
||||
|
||||
|
||||
IV. Using NVIDIA Texture Tools
|
||||
--------------------------------------------------------------------------------
|
||||
|
||||
To use the NVIDIA Texture Tools in your own applications you just have to
|
||||
include the following header file:
|
||||
|
||||
src/nvimage/nvtt/nvtt.h
|
||||
|
||||
And include the nvtt library in your projects.
|
||||
|
||||
The following file contains a simple example that shows how to use the library:
|
||||
|
||||
src/nvimage/nvtt/compress.cpp
|
||||
|
||||
The usage of the commandline tool is the following:
|
||||
|
||||
$ nvcompress [options] infile [outfile]
|
||||
|
||||
where 'infile' is and TGA, PNG, PSD, DDS or JPG file, 'outfile' is a DDS file
|
||||
and 'options' is one or more of the following:
|
||||
|
||||
Input options:
|
||||
-color The input image is a color map (default).
|
||||
-normal The input image is a normal map.
|
||||
-tonormal Convert input to normal map.
|
||||
-clamp Clamp wrapping mode (default).
|
||||
-repeat Repeat wrapping mode.
|
||||
-nomips Disable mipmap generation.
|
||||
|
||||
Compression options:
|
||||
-fast Fast compression.
|
||||
-nocuda Do not use cuda compressor.
|
||||
-rgb RGBA format
|
||||
-bc1 BC1 format (DXT1)
|
||||
-bc2 BC2 format (DXT3)
|
||||
-bc3 BC3 format (DXT5)
|
||||
-bc3n BC3 normal map format (DXT5n/RXGB)
|
||||
-bc4 BC4 format (ATI1)
|
||||
-bc5 BC5 format (3Dc/ATI2)
|
||||
|
||||
In order to run the compiled example on a PC that doesn't have Microsoft Visual
|
||||
Studio 2003 installed, you will have to install the Microsoft Visual Studio 2003
|
||||
redistributable package that you can download at:
|
||||
|
||||
http://go.microsoft.com/fwlink/?linkid=65127&clcid=0x409
|
||||
|
||||
|
||||
V. Known Issues
|
||||
--------------------------------------------------------------------------------
|
||||
|
||||
None so far. Please send suggestions and bug reports to: TextureTools@nvidia.com.
|
||||
|
||||
|
||||
VI. Frequently Asked Questions
|
||||
--------------------------------------------------------------------------------
|
||||
|
||||
- Do the NVIDIA Texture Tools work on OSX?
|
||||
It currently compiles and runs properly, but it has not been tested extensively.
|
||||
In particular there may be endiannes errors in the code.
|
||||
|
||||
|
||||
- Do the NVIDIA Texture Tools work on Linux?
|
||||
Yes.
|
||||
|
||||
|
||||
- Do the NVIDIA Texture Tools work on Vista?
|
||||
Yes, but note that CUDA is not supported on Vista yet, so the tool is not hardware
|
||||
accelerated.
|
||||
|
||||
|
||||
- Is CUDA required?
|
||||
No. The Visual Studio solution file contains a configuration that allows you
|
||||
to compile the texture tools without CUDA support. The cmake scripts automatically
|
||||
detect the CUDA installation and use it only when available.
|
||||
|
||||
|
||||
- Where can I get CUDA?
|
||||
http://developer.nvidia.com/object/cuda.html
|
||||
|
||||
|
||||
- Why is feature XYZ not supported?
|
||||
In order to keep the code small and reduce maintenance costs we have limited the
|
||||
features available in our new texture tools. We also have open sourced the code, so
|
||||
that people can modify it and add their own favourite features.
|
||||
|
||||
|
||||
- Can I use the NVIDIA Texture Tools in my commercial application?
|
||||
Yes, the NVIDIA Texture Tools are licensed under the MIT license.
|
||||
|
||||
|
||||
- Can I use the NVIDIA Texture Tools in my GPL application?
|
||||
Yes, the MIT license is compatible with the GPL and LGPL licenses.
|
||||
|
||||
|
||||
|
||||
--------------------------------------------------------------------------------
|
||||
--------------------------------------------------------------------------------
|
||||
NVIDIA Texture Tools 2
|
||||
README.txt
|
||||
Version 0.9.4
|
||||
--------------------------------------------------------------------------------
|
||||
--------------------------------------------------------------------------------
|
||||
|
||||
--------------------------------------------------------------------------------
|
||||
TABLE OF CONTENTS
|
||||
--------------------------------------------------------------------------------
|
||||
I. Instructions
|
||||
II. Contents
|
||||
III. Compilation Instructions
|
||||
IV. Using NVIDIA Texture Tools in your own applications
|
||||
V. Known Issues
|
||||
VI. Frequently Asked Questions
|
||||
--------------------------------------------------------------------------------
|
||||
|
||||
I. Introduction
|
||||
--------------------------------------------------------------------------------
|
||||
|
||||
This is our first alpha release of our new Texture Tools. The main highlights of
|
||||
this release are support for all DX10 texture formats, higher speed and improved
|
||||
compression quality.
|
||||
|
||||
In addition to that it also comes with a hardware accelerated compressor that
|
||||
uses CUDA to compress blocks in parallel on the GPU and runs around 10 times
|
||||
faster than the CPU counterpart.
|
||||
|
||||
You can obtain CUDA from our developer site at:
|
||||
|
||||
http://developer.nvidia.com/object/cuda.html
|
||||
|
||||
The source code of the Texture Tools is being released under the terms of
|
||||
the MIT license.
|
||||
|
||||
|
||||
II. Contents
|
||||
--------------------------------------------------------------------------------
|
||||
|
||||
This release contains only the source code of the texture compression library
|
||||
and an example commandline application that shows its use.
|
||||
|
||||
|
||||
III. Compilation Instructions
|
||||
--------------------------------------------------------------------------------
|
||||
|
||||
The compression library and the example can be compiled with Visual Studio 8 on
|
||||
Windows using the following solution file:
|
||||
|
||||
project\vc8\nvtt.sln
|
||||
|
||||
On most other platforms you can also use cmake. For more information about
|
||||
cmake, visit:
|
||||
|
||||
http://www.cmake.org/
|
||||
|
||||
On unix systems you can use the standard build procedure (assuming cmake is
|
||||
installed on your system):
|
||||
|
||||
$ ./configure
|
||||
$ make
|
||||
$ sudo make install
|
||||
|
||||
|
||||
IV. Using NVIDIA Texture Tools
|
||||
--------------------------------------------------------------------------------
|
||||
|
||||
To use the NVIDIA Texture Tools in your own applications you just have to
|
||||
include the following header file:
|
||||
|
||||
src/nvimage/nvtt/nvtt.h
|
||||
|
||||
And include the nvtt library in your projects.
|
||||
|
||||
The following file contains a simple example that shows how to use the library:
|
||||
|
||||
src/nvimage/nvtt/compress.cpp
|
||||
|
||||
The usage of the commandline tool is the following:
|
||||
|
||||
$ nvcompress [options] infile [outfile]
|
||||
|
||||
where 'infile' is and TGA, PNG, PSD, DDS or JPG file, 'outfile' is a DDS file
|
||||
and 'options' is one or more of the following:
|
||||
|
||||
Input options:
|
||||
-color The input image is a color map (default).
|
||||
-normal The input image is a normal map.
|
||||
-tonormal Convert input to normal map.
|
||||
-clamp Clamp wrapping mode (default).
|
||||
-repeat Repeat wrapping mode.
|
||||
-nomips Disable mipmap generation.
|
||||
|
||||
Compression options:
|
||||
-fast Fast compression.
|
||||
-nocuda Do not use cuda compressor.
|
||||
-rgb RGBA format
|
||||
-bc1 BC1 format (DXT1)
|
||||
-bc2 BC2 format (DXT3)
|
||||
-bc3 BC3 format (DXT5)
|
||||
-bc3n BC3 normal map format (DXT5n/RXGB)
|
||||
-bc4 BC4 format (ATI1)
|
||||
-bc5 BC5 format (3Dc/ATI2)
|
||||
|
||||
In order to run the compiled example on a PC that doesn't have Microsoft Visual
|
||||
Studio 2003 installed, you will have to install the Microsoft Visual Studio 2003
|
||||
redistributable package that you can download at:
|
||||
|
||||
http://go.microsoft.com/fwlink/?linkid=65127&clcid=0x409
|
||||
|
||||
|
||||
V. Known Issues
|
||||
--------------------------------------------------------------------------------
|
||||
|
||||
None so far. Please send suggestions and bug reports to: TextureTools@nvidia.com.
|
||||
|
||||
|
||||
VI. Frequently Asked Questions
|
||||
--------------------------------------------------------------------------------
|
||||
|
||||
- Do the NVIDIA Texture Tools work on OSX?
|
||||
It currently compiles and runs properly, but it has not been tested extensively.
|
||||
In particular there may be endiannes errors in the code.
|
||||
|
||||
|
||||
- Do the NVIDIA Texture Tools work on Linux?
|
||||
Yes.
|
||||
|
||||
|
||||
- Do the NVIDIA Texture Tools work on Vista?
|
||||
Yes, but note that CUDA is not supported on Vista yet, so the tool is not hardware
|
||||
accelerated.
|
||||
|
||||
|
||||
- Is CUDA required?
|
||||
No. The Visual Studio solution file contains a configuration that allows you
|
||||
to compile the texture tools without CUDA support. The cmake scripts automatically
|
||||
detect the CUDA installation and use it only when available.
|
||||
|
||||
|
||||
- Where can I get CUDA?
|
||||
http://developer.nvidia.com/object/cuda.html
|
||||
|
||||
|
||||
- Why is feature XYZ not supported?
|
||||
In order to keep the code small and reduce maintenance costs we have limited the
|
||||
features available in our new texture tools. We also have open sourced the code, so
|
||||
that people can modify it and add their own favourite features.
|
||||
|
||||
|
||||
- Can I use the NVIDIA Texture Tools in my commercial application?
|
||||
Yes, the NVIDIA Texture Tools are licensed under the MIT license.
|
||||
|
||||
|
||||
- Can I use the NVIDIA Texture Tools in my GPL application?
|
||||
Yes, the MIT license is compatible with the GPL and LGPL licenses.
|
||||
|
||||
|
||||
|
||||
|
@ -1,20 +1,20 @@
|
||||
|
||||
Short term:
|
||||
- Improve quality of fast compressors.
|
||||
- More accelerated compressors.
|
||||
- Accelerate mipmap generation.
|
||||
- Generic RGB pixel format conversion.
|
||||
- Do not assume that alpha is used for transparency.
|
||||
|
||||
Longer term:
|
||||
- support for DXT1a format.
|
||||
- support for correct cubemap filtering.
|
||||
- support for correct cubemap borders and atlas borders. (Crytek request)
|
||||
- support for 3d textures & 3d compression.
|
||||
- Add support for occlusion map, horizon map & bent normal map generation.
|
||||
- Add support for accurate normal map mipmap computation. Using lighting integrals.
|
||||
- Add support for YCoCg and JPEG-LS color transforms. Add high quality DXT5-RGB compression.
|
||||
- Add full support for mirror wrap mode.
|
||||
- Generation of cone maps for relief mapping.
|
||||
- Add min/max box mipmap filters.
|
||||
|
||||
|
||||
Short term:
|
||||
- Improve quality of fast compressors.
|
||||
- More accelerated compressors.
|
||||
- Accelerate mipmap generation.
|
||||
- Generic RGB pixel format conversion.
|
||||
- Do not assume that alpha is used for transparency.
|
||||
|
||||
Longer term:
|
||||
- support for DXT1a format.
|
||||
- support for correct cubemap filtering.
|
||||
- support for correct cubemap borders and atlas borders. (Crytek request)
|
||||
- support for 3d textures & 3d compression.
|
||||
- Add support for occlusion map, horizon map & bent normal map generation.
|
||||
- Add support for accurate normal map mipmap computation. Using lighting integrals.
|
||||
- Add support for YCoCg and JPEG-LS color transforms. Add high quality DXT5-RGB compression.
|
||||
- Add full support for mirror wrap mode.
|
||||
- Generation of cone maps for relief mapping.
|
||||
- Add min/max box mipmap filters.
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user