[Release] Advanced DXTn Texture Compression Library Now Available at Google Code
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[font=arial, sans-serif]I've released a new open-source tool and library that some people here may find useful:[/font][/font]
[font=arial, sans-serif]Advanced DXTn Texture Compression Library Now Available at Google Code[/font]
Thanks for sharing!
I've only had a quick glance at the project page, but from what I gather, your focus is on achieving great on-disk BPP results (via the intermediate format and/or LZMA-friendly output bytes), rather than focusing on better on-GPU quality when compared to offline compression via squish/nVidia/ATI/etc?
I've only had a quick glance at the project page, but from what I gather, your focus is on achieving great on-disk BPP results (via the intermediate format and/or LZMA-friendly output bytes), rather than focusing on better on-GPU quality when compared to offline compression via squish/nVidia/ATI/etc?
if you're already packing your textures to DXTn you probably don't care or actually need max. quality to begin with...[/quote]...or you're still targetting GPU's with 256MiB of RAM and have no choice but to DXTify everything
Thanks for sharing this, it sounds really cool. Hopefully it can be used as an alternative to the heavyweight transcoding processes currently used for games that use virtual textures.
Thanks for sharing!
I've only had a quick glance at the project page, but from what I gather, your focus is on achieving great on-disk BPP results (via the intermediate format and/or LZMA-friendly output bytes), rather than focusing on better on-GPU quality when compared to offline compression via squish/nVidia/ATI/etc?
That's right Hodgman. As far as I know, crunch is the first open-source DXTn compression library that allows you to purposely trade off a small amount of quality (in a hopefully perceptually friendly way) for much smaller disk files, faster downloads, or to free up memory.
It can also do regular (block by block) DXTn compression, like libsquish or ATI_Compress. When used in this way, it usually beats both libraries in a PSNR or RMSE sense, but only by a tiny (visually imperceptible) amount.
-Rich
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