Closed GoogleCodeExporter closed 8 years ago
That basically has three components:
- Angular Extent Filtering: To create cubemap mipmaps.
- Edge Seam Fixup: To prevent seams on hardware that does not support cubemap
border
filtering or explicit texture borders. Explicit texture borders do not make
efficient
use of video memory. So, even when supported some applications prefer to avoid
them.
- Constrain DXT color endpoints along seam: To avoid seam artifacts when end
points
chosen are different and the colors along the seam are approximated differently.
Original comment by cast...@gmail.com
on 27 Jan 2009 at 11:32
It looks like cubemapgen is now open sourced:
http://download-developer.amd.com/GPU/zip/CubeMapGen-1.4-Source.zip
I've actually got CubeMapGenLib linked into nvtt and it works with the
CCubeMapProcessor interface. The only downsides I see is to use the interface,
I have to convert the floatimage data to a format that the lib likes, and then
convert it back afterwards. Internally, CubeMapGenLib does it's own data
conversion step too.
Also, dxt compression part of the edge fixup has been removed.
Original comment by hallchr...@gmail.com
on 31 Aug 2011 at 5:41
Well, this is great news. It seems the interesting code is at:
http://code.google.com/p/cubemapgen/source/browse/trunk/CCubeMapProcessor.h
http://code.google.com/p/cubemapgen/source/browse/trunk/CCubeMapProcessor.cpp
it would be nice to integrate this into NVTT to facilitate its use and avoid
explicit format conversions. I cannot commit to it right now, but since it
doesn't seem to be a lot of work, I'll probably get to it some time in the
future.
Original comment by cast...@gmail.com
on 1 Sep 2011 at 5:05
Basic support for cubemaps is already available in trunk. Open new issues for
additional features.
Original comment by cast...@gmail.com
on 31 Jul 2012 at 11:49
Original issue reported on code.google.com by
cast...@gmail.com
on 4 Jan 2009 at 10:13