// Copyright NVIDIA Corporation 2007 -- Ignacio Castano // // 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. #include #include int main(int argc, char *argv[]) { nvtt::CompressionOptions compressionOptions; compressionOptions.setFormat(nvtt::Format_BC1); nvtt::OutputOptions outputOptions; outputOptions.setFileName("output.dds"); nvtt::Context context; nvtt::Texture texture = context.createTexture(); texture.load("kodim01.png"); float gamma = 2.2; texture.toLinear(gamma); while (texture.buildNextMipmap(nvtt::MipmapFilter_Box)) { nvtt::Texture tmp = texture; tmp.toGamma(gamma); // context.process(tmp, compressionOptions, outputOptions); // tmp.process(compressionOptions, outputOptions); } return EXIT_SUCCESS; }