7933aeea09
Bump version to 2.1.0
168 lines
5.4 KiB
Plaintext
168 lines
5.4 KiB
Plaintext
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NVIDIA Texture Tools
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README.txt
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Version 2.1
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TABLE OF CONTENTS
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I. Instructions
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II. Contents
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III. Compilation Instructions
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IV. Using NVIDIA Texture Tools in your own applications
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V. Known Issues
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VI. Frequently Asked Questions
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I. Introduction
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This is our first alpha release of our new Texture Tools. The main highlights of
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this release are support for all DX10 texture formats, higher speed and improved
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compression quality.
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In addition to that it also comes with a hardware accelerated compressor that
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uses CUDA to compress blocks in parallel on the GPU and runs around 10 times
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faster than the CPU counterpart.
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You can obtain CUDA from our developer site at:
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http://developer.nvidia.com/object/cuda.html
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The source code of the Texture Tools is being released under the terms of
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the MIT license.
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II. Contents
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This release contains only the source code of the texture compression library
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and an example commandline application that shows its use.
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III. Compilation Instructions
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The compression library and the example can be compiled with Visual Studio 8 on
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Windows using the following solution file:
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project\vc8\nvtt.sln
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On most other platforms you can also use cmake. For more information about
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cmake, visit:
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http://www.cmake.org/
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On unix systems you can use the standard build procedure (assuming cmake is
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installed on your system):
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$ ./configure
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$ make
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$ sudo make install
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IV. Using NVIDIA Texture Tools
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To use the NVIDIA Texture Tools in your own applications you just have to
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include the following header file:
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src/nvimage/nvtt/nvtt.h
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And include the nvtt library in your projects.
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The following file contains a simple example that shows how to use the library:
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src/nvimage/nvtt/compress.cpp
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The usage of the commandline tool is the following:
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$ nvcompress [options] infile [outfile]
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where 'infile' is and TGA, PNG, PSD, DDS or JPG file, 'outfile' is a DDS file
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and 'options' is one or more of the following:
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Input options:
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-color The input image is a color map (default).
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-normal The input image is a normal map.
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-tonormal Convert input to normal map.
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-clamp Clamp wrapping mode (default).
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-repeat Repeat wrapping mode.
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-nomips Disable mipmap generation.
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Compression options:
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-fast Fast compression.
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-nocuda Do not use cuda compressor.
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-rgb RGBA format
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-bc1 BC1 format (DXT1)
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-bc2 BC2 format (DXT3)
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-bc3 BC3 format (DXT5)
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-bc3n BC3 normal map format (DXT5n/RXGB)
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-bc4 BC4 format (ATI1)
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-bc5 BC5 format (3Dc/ATI2)
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In order to run the compiled example on a PC that doesn't have Microsoft Visual
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Studio 2003 installed, you will have to install the Microsoft Visual Studio 2003
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redistributable package that you can download at:
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http://go.microsoft.com/fwlink/?linkid=65127&clcid=0x409
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V. Known Issues
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None so far. Please send suggestions and bug reports to:
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TextureTools@nvidia.com
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or report them at:
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http://code.google.com/p/nvidia-texture-tools/issues/list
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VI. Frequently Asked Questions
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- Do the NVIDIA Texture Tools work on OSX?
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It currently compiles and runs properly, but it has not been tested extensively.
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In particular there may be endiannes errors in the code.
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- Do the NVIDIA Texture Tools work on Linux?
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Yes.
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- Do the NVIDIA Texture Tools work on Vista?
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Yes, but note that CUDA is not supported on Vista yet, so the tool is not hardware
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accelerated.
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- Is CUDA required?
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No. The Visual Studio solution file contains a configuration that allows you
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to compile the texture tools without CUDA support. The cmake scripts automatically
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detect the CUDA installation and use it only when available.
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- Where can I get CUDA?
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http://developer.nvidia.com/object/cuda.html
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- Why is feature XYZ not supported?
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In order to keep the code small and reduce maintenance costs we have limited the
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features available in our new texture tools. We also have open sourced the code, so
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that people can modify it and add their own favourite features.
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- Can I use the NVIDIA Texture Tools in my commercial application?
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Yes, the NVIDIA Texture Tools are licensed under the MIT license.
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- Can I use the NVIDIA Texture Tools in my GPL application?
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Yes, the MIT license is compatible with the GPL and LGPL licenses.
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