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NVIDIA Texture Tools README.txt Version 2.0


Add a function to unpack Cube Texture you should build it by yourself

TABLE OF CONTENTS

I. Instructions II. Contents III. Compilation Instructions IV. Using NVIDIA Texture Tools in your own applications V. Known Issues VI. Frequently Asked Questions

I. Introduction

This is our first alpha release of our new Texture Tools. The main highlights of this release are support for all DX10 texture formats, higher speed and improved compression quality.

In addition to that it also comes with a hardware accelerated compressor that uses CUDA to compress blocks in parallel on the GPU and runs around 10 times faster than the CPU counterpart.

You can obtain CUDA from our developer site at:

http://developer.nvidia.com/object/cuda.html

The source code of the Texture Tools is being released under the terms of the MIT license.

II. Contents

This release contains only the source code of the texture compression library and an example commandline application that shows its use.

III. Compilation Instructions

The compression library and the example can be compiled with Visual Studio 8 on Windows using the following solution file:

project\vc8\nvtt.sln

On most other platforms you can also use cmake. For more information about cmake, visit:

http://www.cmake.org/

On unix systems you can use the standard build procedure (assuming cmake is installed on your system):

$ ./configure $ make $ sudo make install

IV. Using NVIDIA Texture Tools

To use the NVIDIA Texture Tools in your own applications you just have to include the following header file:

src/nvimage/nvtt/nvtt.h

And include the nvtt library in your projects.

The following file contains a simple example that shows how to use the library:

src/nvimage/nvtt/compress.cpp

The usage of the commandline tool is the following:

$ nvcompress [options] infile [outfile]

where 'infile' is and TGA, PNG, PSD, DDS or JPG file, 'outfile' is a DDS file and 'options' is one or more of the following:

Input options: -color The input image is a color map (default). -normal The input image is a normal map. -tonormal Convert input to normal map. -clamp Clamp wrapping mode (default). -repeat Repeat wrapping mode. -nomips Disable mipmap generation.

Compression options: -fast Fast compression. -nocuda Do not use cuda compressor. -rgb RGBA format -bc1 BC1 format (DXT1) -bc2 BC2 format (DXT3) -bc3 BC3 format (DXT5) -bc3n BC3 normal map format (DXT5n/RXGB) -bc4 BC4 format (ATI1) -bc5 BC5 format (3Dc/ATI2)

In order to run the compiled example on a PC that doesn't have Microsoft Visual Studio 2003 installed, you will have to install the Microsoft Visual Studio 2003 redistributable package that you can download at:

http://go.microsoft.com/fwlink/?linkid=65127&clcid=0x409

V. Known Issues

None so far. Please send suggestions and bug reports to:

[email protected]

or report them at:

http://code.google.com/p/nvidia-texture-tools/issues/list

VI. Frequently Asked Questions

  • Do the NVIDIA Texture Tools work on OSX? It currently compiles and runs properly, but it has not been tested extensively. In particular there may be endiannes errors in the code.

  • Do the NVIDIA Texture Tools work on Linux? Yes.

  • Do the NVIDIA Texture Tools work on Vista? Yes, but note that CUDA is not supported on Vista yet, so the tool is not hardware accelerated.

  • Is CUDA required? No. The Visual Studio solution file contains a configuration that allows you to compile the texture tools without CUDA support. The cmake scripts automatically detect the CUDA installation and use it only when available.

  • Where can I get CUDA? http://developer.nvidia.com/object/cuda.html

  • Why is feature XYZ not supported? In order to keep the code small and reduce maintenance costs we have limited the features available in our new texture tools. We also have open sourced the code, so that people can modify it and add their own favourite features.

  • Can I use the NVIDIA Texture Tools in my commercial application? Yes, the NVIDIA Texture Tools are licensed under the MIT license.

  • Can I use the NVIDIA Texture Tools in my GPL application? Yes, the MIT license is compatible with the GPL and LGPL licenses.