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[Release] DXT Compressor


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#1 L. Spiro   Crossbones+   -  Reputation: 21336

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Posted 10 October 2012 - 01:54 PM

I posted my algorithm in the past for creating DXT-compressed images.

I have finally finished my tool for DXT compression.
You can read about it and find the download link here.
There are many options already supported and many more to come. I made the commands mostly compatible with those of nVidia’s tool to make it easier for those using it.


Feedback is welcome.
The algorithm is posted here:
DXT Compression Revisited


L. Spiro

Edited by L. Spiro, 10 October 2012 - 04:33 PM.


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#2 Ashaman73   Crossbones+   -  Reputation: 11959

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Posted 10 October 2012 - 11:41 PM

Great work spiro, tough I have one question.

How does it affect channels ? In other words, how good is it when used with more technically textures (normal maps with only two channesl, alpha channel etc.) ?

Ashaman

 

Gnoblins: Website - Facebook - Twitter - Youtube - Steam Greenlit - IndieDB - Gamedev Log


#3 L. Spiro   Crossbones+   -  Reputation: 21336

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Posted 10 October 2012 - 11:53 PM

You have full control. The -weight switch allows you to customize the weights of each channel.
For DXT5 compressions, the alpha is always “maximal” compressed. That is it is encoded with the provably most optimal key colors, so it works well with the standard way of storing normal maps with only the green and alpha channels used.

For anything else, the weights of each channel are in your hands.
It also has the option to normalize mipmaps.


L. Spiro

#4 Lightness1024   Members   -  Reputation: 860

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Posted 11 October 2012 - 02:58 AM

ah maybe a suggestion if you don't have it already (not seeing it in the option list), you have a swap R and B, which is great. But you should also have "redirect luminance into alpha" and a totally free swizzle system. Like in your weight option, you could make a little grammar where the weights are followed by a literal (optional) indicating the source channel.
so 0.5G 1R 1B 1A would go the grba swizzle.

#5 Ashaman73   Crossbones+   -  Reputation: 11959

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Posted 11 October 2012 - 03:33 AM

ah maybe a suggestion if you don't have it already (not seeing it in the option list), you have a swap R and B, which is great. But you should also have "redirect luminance into alpha" and a totally free swizzle system. Like in your weight option, you could make a little grammar where the weights are followed by a literal (optional) indicating the source channel.
so 0.5G 1R 1B 1A would go the grba swizzle.

If you could combine your channels from different files would be really cool Posted Image Posted Image Posted Image

Ashaman

 

Gnoblins: Website - Facebook - Twitter - Youtube - Steam Greenlit - IndieDB - Gamedev Log


#6 L. Spiro   Crossbones+   -  Reputation: 21336

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Posted 11 October 2012 - 08:52 AM

Those are both options I could possibly add in the future.


L. Spiro




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