Upgrade version numbers.

This commit is contained in:
castano 2007-07-13 01:39:18 +00:00
parent fdb19630fd
commit 4ed110bdb6
4 changed files with 206 additions and 206 deletions

View File

@ -1,24 +1,24 @@
The NVIDIA Texture Tools are licensed under the MIT license. The NVIDIA Texture Tools 2 are licensed under the MIT license.
Copyright (c) 2007 NVIDIA Corporation Copyright (c) 2007 NVIDIA Corporation
Permission is hereby granted, free of charge, to any person Permission is hereby granted, free of charge, to any person
obtaining a copy of this software and associated documentation obtaining a copy of this software and associated documentation
files (the "Software"), to deal in the Software without files (the "Software"), to deal in the Software without
restriction, including without limitation the rights to use, restriction, including without limitation the rights to use,
copy, modify, merge, publish, distribute, sublicense, and/or sell copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the copies of the Software, and to permit persons to whom the
Software is furnished to do so, subject to the following Software is furnished to do so, subject to the following
conditions: conditions:
The above copyright notice and this permission notice shall be The above copyright notice and this permission notice shall be
included in all copies or substantial portions of the Software. included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
OTHER DEALINGS IN THE SOFTWARE. OTHER DEALINGS IN THE SOFTWARE.

View File

@ -1,161 +1,161 @@
-------------------------------------------------------------------------------- --------------------------------------------------------------------------------
-------------------------------------------------------------------------------- --------------------------------------------------------------------------------
NVIDIA Texture Tools NVIDIA Texture Tools 2
README.txt README.txt
Version 0.9.2 Version 0.9.4
-------------------------------------------------------------------------------- --------------------------------------------------------------------------------
-------------------------------------------------------------------------------- --------------------------------------------------------------------------------
-------------------------------------------------------------------------------- --------------------------------------------------------------------------------
TABLE OF CONTENTS TABLE OF CONTENTS
-------------------------------------------------------------------------------- --------------------------------------------------------------------------------
I. Instructions I. Instructions
II. Contents II. Contents
III. Compilation Instructions III. Compilation Instructions
IV. Using NVIDIA Texture Tools in your own applications IV. Using NVIDIA Texture Tools in your own applications
V. Known Issues V. Known Issues
VI. Frequently Asked Questions VI. Frequently Asked Questions
-------------------------------------------------------------------------------- --------------------------------------------------------------------------------
I. Introduction I. Introduction
-------------------------------------------------------------------------------- --------------------------------------------------------------------------------
This is our first alpha release of our new Texture Tools. The main highlights of 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 this release are support for all DX10 texture formats, higher speed and improved
compression quality. compression quality.
In addition to that it also comes with a hardware accelerated compressor that 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 uses CUDA to compress blocks in parallel on the GPU and runs around 10 times
faster than the CPU counterpart. faster than the CPU counterpart.
You can obtain CUDA from our developer site at: You can obtain CUDA from our developer site at:
http://developer.nvidia.com/object/cuda.html http://developer.nvidia.com/object/cuda.html
The source code of the Texture Tools is being released under the terms of The source code of the Texture Tools is being released under the terms of
the MIT license. the MIT license.
II. Contents II. Contents
-------------------------------------------------------------------------------- --------------------------------------------------------------------------------
This release contains only the source code of the texture compression library This release contains only the source code of the texture compression library
and an example commandline application that shows its use. and an example commandline application that shows its use.
III. Compilation Instructions III. Compilation Instructions
-------------------------------------------------------------------------------- --------------------------------------------------------------------------------
The compression library and the example can be compiled with Visual Studio 8 on The compression library and the example can be compiled with Visual Studio 8 on
Windows using the following solution file: Windows using the following solution file:
project\vc8\nvtt.sln project\vc8\nvtt.sln
On most other platforms you can also use cmake. For more information about On most other platforms you can also use cmake. For more information about
cmake, visit: cmake, visit:
http://www.cmake.org/ http://www.cmake.org/
On unix systems you can use the standard build procedure (assuming cmake is On unix systems you can use the standard build procedure (assuming cmake is
installed on your system): installed on your system):
$ ./configure $ ./configure
$ make $ make
$ sudo make install $ sudo make install
IV. Using NVIDIA Texture Tools IV. Using NVIDIA Texture Tools
-------------------------------------------------------------------------------- --------------------------------------------------------------------------------
To use the NVIDIA Texture Tools in your own applications you just have to To use the NVIDIA Texture Tools in your own applications you just have to
include the following header file: include the following header file:
src/nvimage/nvtt/nvtt.h src/nvimage/nvtt/nvtt.h
And include the nvtt library in your projects. And include the nvtt library in your projects.
The following file contains a simple example that shows how to use the library: The following file contains a simple example that shows how to use the library:
src/nvimage/nvtt/compress.cpp src/nvimage/nvtt/compress.cpp
The usage of the commandline tool is the following: The usage of the commandline tool is the following:
$ nvcompress [options] infile [outfile] $ nvcompress [options] infile [outfile]
where 'infile' is and TGA, PNG, PSD, DDS or JPG file, 'outfile' is a DDS file 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: and 'options' is one or more of the following:
Input options: Input options:
-color The input image is a color map (default). -color The input image is a color map (default).
-normal The input image is a normal map. -normal The input image is a normal map.
-tonormal Convert input to normal map. -tonormal Convert input to normal map.
-clamp Clamp wrapping mode (default). -clamp Clamp wrapping mode (default).
-repeat Repeat wrapping mode. -repeat Repeat wrapping mode.
-nomips Disable mipmap generation. -nomips Disable mipmap generation.
Compression options: Compression options:
-fast Fast compression. -fast Fast compression.
-nocuda Do not use cuda compressor. -nocuda Do not use cuda compressor.
-rgb RGBA format -rgb RGBA format
-bc1 BC1 format (DXT1) -bc1 BC1 format (DXT1)
-bc2 BC2 format (DXT3) -bc2 BC2 format (DXT3)
-bc3 BC3 format (DXT5) -bc3 BC3 format (DXT5)
-bc3n BC3 normal map format (DXT5n/RXGB) -bc3n BC3 normal map format (DXT5n/RXGB)
-bc4 BC4 format (ATI1) -bc4 BC4 format (ATI1)
-bc5 BC5 format (3Dc/ATI2) -bc5 BC5 format (3Dc/ATI2)
In order to run the compiled example on a PC that doesn't have Microsoft Visual 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 Studio 2003 installed, you will have to install the Microsoft Visual Studio 2003
redistributable package that you can download at: redistributable package that you can download at:
http://go.microsoft.com/fwlink/?linkid=65127&clcid=0x409 http://go.microsoft.com/fwlink/?linkid=65127&clcid=0x409
V. Known Issues V. Known Issues
-------------------------------------------------------------------------------- --------------------------------------------------------------------------------
None so far. Please send suggestions and bug reports to: TextureTools@nvidia.com. None so far. Please send suggestions and bug reports to: TextureTools@nvidia.com.
VI. Frequently Asked Questions VI. Frequently Asked Questions
-------------------------------------------------------------------------------- --------------------------------------------------------------------------------
- Do the NVIDIA Texture Tools work on OSX? - Do the NVIDIA Texture Tools work on OSX?
It currently compiles and runs properly, but it has not been tested extensively. It currently compiles and runs properly, but it has not been tested extensively.
In particular there may be endiannes errors in the code. In particular there may be endiannes errors in the code.
- Do the NVIDIA Texture Tools work on Linux? - Do the NVIDIA Texture Tools work on Linux?
Yes. Yes.
- Do the NVIDIA Texture Tools work on Vista? - 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 Yes, but note that CUDA is not supported on Vista yet, so the tool is not hardware
accelerated. accelerated.
- Is CUDA required? - Is CUDA required?
No. The Visual Studio solution file contains a configuration that allows you No. The Visual Studio solution file contains a configuration that allows you
to compile the texture tools without CUDA support. The cmake scripts automatically to compile the texture tools without CUDA support. The cmake scripts automatically
detect the CUDA installation and use it only when available. detect the CUDA installation and use it only when available.
- Where can I get CUDA? - Where can I get CUDA?
http://developer.nvidia.com/object/cuda.html http://developer.nvidia.com/object/cuda.html
- Why is feature XYZ not supported? - Why is feature XYZ not supported?
In order to keep the code small and reduce maintenance costs we have limited the 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 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. that people can modify it and add their own favourite features.
- Can I use the NVIDIA Texture Tools in my commercial application? - Can I use the NVIDIA Texture Tools in my commercial application?
Yes, the NVIDIA Texture Tools are licensed under the MIT license. Yes, the NVIDIA Texture Tools are licensed under the MIT license.
- Can I use the NVIDIA Texture Tools in my GPL application? - Can I use the NVIDIA Texture Tools in my GPL application?
Yes, the MIT license is compatible with the GPL and LGPL licenses. Yes, the MIT license is compatible with the GPL and LGPL licenses.

View File

@ -1,20 +1,20 @@
Short term: Short term:
- Improve quality of fast compressors. - Improve quality of fast compressors.
- More accelerated compressors. - More accelerated compressors.
- Accelerate mipmap generation. - Accelerate mipmap generation.
- Generic RGB pixel format conversion. - Generic RGB pixel format conversion.
- Do not assume that alpha is used for transparency. - Do not assume that alpha is used for transparency.
Longer term: Longer term:
- support for DXT1a format. - support for DXT1a format.
- support for correct cubemap filtering. - support for correct cubemap filtering.
- support for correct cubemap borders and atlas borders. (Crytek request) - support for correct cubemap borders and atlas borders. (Crytek request)
- support for 3d textures & 3d compression. - support for 3d textures & 3d compression.
- Add support for occlusion map, horizon map & bent normal map generation. - 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 accurate normal map mipmap computation. Using lighting integrals.
- Add support for YCoCg and JPEG-LS color transforms. Add high quality DXT5-RGB compression. - Add support for YCoCg and JPEG-LS color transforms. Add high quality DXT5-RGB compression.
- Add full support for mirror wrap mode. - Add full support for mirror wrap mode.
- Generation of cone maps for relief mapping. - Generation of cone maps for relief mapping.
- Add min/max box mipmap filters. - Add min/max box mipmap filters.

View File

@ -1 +1 @@
0.9.3 0.9.4