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Hey,
jpg Images cannot be encoded
toktx --t2 --2d --genmipmap --nowarn --resize 512x1024 --bcmp --clevel 1 --qlevel 255 --srgb -- /tmp/gltfpack-DviPtt.ktx2 /tmp/gltfpack-ItLgGo.jpg => 512
tested…
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First measure the potential performance impact of these upload times. They may be small / not worthwhile considering the size of geometry and textures in the typical tile. But this could skip the wait…
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**Describe the bug**
Seems that when importing a .glb file at editor time, the textures are imported as DXT1 (on Windows at least). When building to Android, it looks like they stay DXT1 and get unpa…
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Have you thought about adding BC6H and BC6H_SF compression formats for HDR textures and normal maps?
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Currently, there doesn't seem to be a way to let the BasisU encoder generate mip maps. There is a host of options one can pass to the latest [BasisU CLI](https://github.com/BinomialLLC/basis_universal…
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Hi!
I've noticed that `CMakeLists.txt` includes several targets by default with no option to prevent that. For example, both `ktx` and `ktx_read` would be added (leading to compilation of both target…
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**Describe the bug**
Running `optimize` with the DamagedHelmet GLB from the gltf sample assets repository takes much longer than expected and the CLI output logs that it just took 200 ms.
**To Rep…
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Where mipmaps aren't simple scaling; it would be good to provide them as separate .pngs rather than have them autogenerated.
e.g. for non-photorealistic rendering where they are to maintain a strok…
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I'd like to be able to convert existing (compressed or uncompressed) KTX files to basis files using this tool. However, it appears that the tool only accepts PNG as an input file type
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# Background
Textures in the GPU sense are essentially linear arrays of (generally but not always) pixels in memory that is accessible to the GPU. These can be various sizes, 1D or 2D or 3D, LDR (L…