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When I released NVTT there was very little public information about compression for GPU texture formats. Existing codecs were closed-source, encumbered by patents, and not particularly efficient or high quality. A lot has changed since then. Today most IHVs have their own open source codecs and several companies develop high quality commercial products around texture compression.
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When I released NVTT there was very little public information about compression for GPU texture formats. Existing codecs were closed-source, encumbered by patents, and not particularly efficient or high quality. A lot has changed since then. Today most IHVs have their own open source codecs and several companies develop high quality commercial products around texture compression.
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