crnlib is a lossy texture compression library for developers that ship content using the DXT1/5/N or 3DC compressed color/normal map/cubemap mipmapped texture formats. It was written by the same author as the open source LZHAM compression library. It can compress mipmapped 2D textures, normal maps, and cubemaps to approx. 1-1.25 bits/texel, and normal maps to 1.75-2 bits/texel. The actual bitrate
February 12, 2012 · Coding, GPU, Graphics · Comments The current state of the art in GPU-supported texture compression is a set of seven formats called BC1 through BC7. These formats are used by almost all realistic 3D games to reduce the memory footprint of their texture maps. In this article, Iâm going to get under the hood of each of the seven BCn formats, explain how they work, and show how th
Overview A plug-in from Intel extends Adobe Photoshop* to take advantage of the latest image compression methods for BCn (also known as DXT). This plug-in allows artists to access superior compression results at optimized compression speeds within Photoshop. More Information on BCn Requirements: Windows* 32 or 64, versions 7, 8, and 10 Note A Mac* version is unavailable. Photoshop with Creative Su
This page contains several useful texture manipulation tools. The tools are listed below, with a description for each tool. Included are a set of utilities for manipulating DDS image files, including: nvDXT, a command-line binary version of the nvDXT library, detach, a tool that extracts MIP levels from a DDS file, stitch, a tool that recombines MIP levels into a single DDS file and readDXT, which
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Computing MIP Levels From Specular Power/Roughness To compute MIP level from specular power/roughness you need to have the number of MIP levels in the cube map available in your shader. If you are developing in HLSL then you can get hold of it using GetDimensions() and if you are using GLSL then you can use textureQueryLevels(). If you are developing in a shader language where you do not have acce
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NVIDIA Texture Tools Exporter The NVIDIA Texture Tools Exporter allows users to create highly compressed texture files - that stay small both on disk and in memory - directly from image sources using NVIDIAâs CUDA-accelerated Texture Tools 3.0 compressor technology. This exporter combines four texture tools in a single plugin and standalone application, including flexible and powerful support for
Block compression is a texture compression technique for reducing texture size. When compared to a texture with 32-bits per color, a block-compressed texture can be up to 75 percent smaller. Applications usually see a performance increase when using block compression because of the smaller memory footprint. While lossy, block compression works well and is recommended for all textures that get tran
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