The only colortransform actually implemented was the transform from
RGB to YCoCG (ColorTransform_YCoCg).
Restore the full enum for API compatibility, and allow the transform
to be specified using InputOptions::setColortransform.
Fixes part of https://github.com/castano/nvidia-texture-tools/issues/259
Signed-off-by: Stefan Brüns <stefan.bruens@rwth-aachen.de>
Also add support for reading/writing DX10 uncompressed (RGB/lumi) textures, so
now it's possible to compress a texture array assembled with nvcompress.
- Added AVPCL compressor to projects and got it building with VC9 and VC10.
- Removed unused command line interface & file read/write code from AVPCL.
- Convert AVPCL to use NV vector math lib, asserts, etc.
- Convert AVPCL to use double instead of float.
- Added 4x4 symmetric eigensolver, for AVPCL; it's based on the existing 3x3 one, but I had to rewrite the Householder reduction stage. As with ZOH, using the eigensolver (instead of SVD) gives a ~25% speedup without significantly affecting RMSE.
- Encapsulate ZOH and AVPCL stuff into their own namespaces to keep everything separate.
- Added some missing vector operators to the nvmath lib.
- Use 3x3 eigensolver for initial fit in ZOH. Slightly better perf and RMSE than power method.
- Remove use of double precision in ZOH - speeds up by 12%.
- Fixed RGBM encoding that was broken for HDR images.
- Use gamma-2.0 space for RGBM for HDR images (improves precision in darks).
- Use UNORM instead of TYPELESS formats when saving a DX10 .dds file. The TYPELESS formats break most viewers.
- Cleaned up warnings in ZOH code.
- Command-line utils will warn if you give them an unrecognized parameter.
- Added VS2010 profiling results.