Dxt3 download
A non-lockable format that contains 24 bits of depth in a bit floating point format - 20e4 and 8 bits of stencil. A lockable bit depth buffer. A lockable 8-bit stencil buffer. It requires a pixel pair in order to properly represent the color value.
The first pixel in the pair contains 8 bits of green in the high 8 bits and 8 bits of red in the low 8 bits. The second pixel contains 8 bits of green in the high 8 bits and 8 bits of blue in the low 8 bits. Together, the two pixels share the red and blue components, while each has a unique green component G0R0, G1B0, G2R2, and so on. The texture sampler does not normalize the colors when looking up into a pixel shader; they remain in the range of 0.
This is true for all programmable pixel shader models. For the fixed function pixel shader, the hardware should normalize to the 0. The first pixel in the pair contains 8 bits of green in the low 8 bits and 8 bits of red in the high 8 bits. The second pixel contains 8 bits of green in the low 8 bits and 8 bits of blue in the high 8 bits.
Together, the two pixels share the red and blue components, while each has a unique green component R0G0, B0G1, R2G2, and so on. Main purpose of this library was to compare C LUT optimized decompressing functions, against few open source projects decoding same S3TC formats.
For comparison against other algorithms I've took only few projects. Original C code alongside with this library is also provided. C project name is open. Needed real time decompression for some other project, and went OCB road on optimizations, wanted to see how far I can push C. All code was on fly using math to decode pixels taxels. Where I have decided to remove math from equation during decoding process, and tried fit nicely code to hit some if-branch predictions when possible.
DXT5 decompression didn't pass test phase at all, since some images were garbled on output. Microsoft Visual C VisualStudio. I've got better timings in release version when using v between 0. It's like v platform toolset is generating better optimized code? Tested both Visual Studio and Visual Studio with v, and both give same results. Code compiled with platform toolset v gives better performance. You can still find his code online on github link provided in text above. You may achieve better performance by converting the textures to another format.
In this case, remember not to share the converted textures with any FS users, because they would no longer work with FS Texture Doctor makes it very easy to convert textures, so you can simply experiment.
Using the built-in restore function, you can always go back to the original textures if you don't like the results. Our Addon Converter X product should be used for that. Texture Doctor Support forum. For more information, feel free to browse the manual.
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