From 4ed110bdb6eaa482111dad3de13cc5afb13f3fb5 Mon Sep 17 00:00:00 2001 From: castano Date: Fri, 13 Jul 2007 01:39:18 +0000 Subject: [PATCH] Upgrade version numbers. --- NVIDIA_Texture_Tools_LICENSE.txt | 48 ++--- NVIDIA_Texture_Tools_README.txt | 322 +++++++++++++++---------------- NVIDIA_Texture_Tools_TODO.txt | 40 ++-- VERSION | 2 +- 4 files changed, 206 insertions(+), 206 deletions(-) diff --git a/NVIDIA_Texture_Tools_LICENSE.txt b/NVIDIA_Texture_Tools_LICENSE.txt index 062aecb..941234f 100644 --- a/NVIDIA_Texture_Tools_LICENSE.txt +++ b/NVIDIA_Texture_Tools_LICENSE.txt @@ -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. diff --git a/NVIDIA_Texture_Tools_README.txt b/NVIDIA_Texture_Tools_README.txt index 2a2ff35..a2238c6 100644 --- a/NVIDIA_Texture_Tools_README.txt +++ b/NVIDIA_Texture_Tools_README.txt @@ -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. + + + diff --git a/NVIDIA_Texture_Tools_TODO.txt b/NVIDIA_Texture_Tools_TODO.txt index a7d320b..0dcb5ca 100644 --- a/NVIDIA_Texture_Tools_TODO.txt +++ b/NVIDIA_Texture_Tools_TODO.txt @@ -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. + diff --git a/VERSION b/VERSION index 965065d..dc7d7f3 100644 --- a/VERSION +++ b/VERSION @@ -1 +1 @@ -0.9.3 +0.9.4