Open native-engine opened 2 years ago
Yes, long term. Right now there's not been much demand.
Have you thought about making an SDK to use in the toolkit? I have my own graphics container and I'm facing the choice of using Basis Universal, but I need BC6H (SF for normal maps) and (UF for HDR maps) formats, or writing computational shaders to compress all the necessary formats to give up the NVTT SDK. Here is an example of a rudimentary game object editor.
Yes, long term. Right now there's not been much demand.
I was just looking into this, for the purpose of storing HDR skyboxes (in KTX2 files) with this: https://github.com/KhronosGroup/glTF-IBL-Sampler
Found my way here after some searching for BC6 support in KTX2. Would be very useful to have something that transcode to some flavor of BC6 and some flavor of float16 on mobile. Recently started using KTX2 to target LDR images on both desktop and mobile from a single target and it's been pretty awesome so far. HDR support would greatly reduce (if not remove entirely) the need for other image formats in most of my cases. Would also reduce the headache with asset management :)
+1 for this feature!
Hello! Thanks for the great library. I'm currently writing a skybox preprocessor for my engine and it would be amazing if I could save my HDR env maps in a compressed format with basis_universal like I do for the rest of my textures
Would too definitely like to be able to transcode BC6! Great work on the library, by the way :)
I believe binomial is working on a 16 bit png that can encode hdr.
https://richg42.blogspot.com/2023/12/announcing-cpng-compatible-network.html
Have you thought about adding BC6H and BC6H_SF compression formats for HDR textures and normal maps?