selden wrote:...
Paint.NET can save images in DXT1, DXT3 and DXT5 formats, with or without mipmaps. Use DXT5 for images which have alpha channels.
...
Fenerit wrote:...and GIMP too; through the DDS plug-in.
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Forget about that stuff altogether!
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Over years, myself and others have explored the quality status of these "average quality" DXT compressors, with a fairly unsatisfactory result, notably in case of highres VT tiles.
No, I was referring to the
signiificant improvements of the DXT compression algorithm that started with the so-called SQUISH library by
Simon Brown (a computer scientist)!
http://code.google.com/p/libsquish/See also Simon's 2006 Blog about his new cluster fit algorithm:
http://www.sjbrown.co.uk/2006/01/19/dxt ... echniques/++++++++++++++++++++++++++++
Simon Brown's cluster fit algorithm in squish forms the core DXT compression algorithm for the so-called
new NVIDIA Texture Tools. That's the tools to be used for Celestia!
Windows (binary):
http://developer.nvidia.com/content/tex ... 208-64-bitFor DXT compression of normalmaps, the dedicated format DXT5nm is to be used and is supported by Celestia(.Sci). Unlike Selden's claim above, DXT3 is the right format for RGBA, while DXT1 is for RGB textures.
+++++++++++++++++++++++++++++
The open source archive
http://code.google.com/p/nvidia-texture-tools/was long maintained by Ignacio Castano (NVIDIA), who added a host of further improvements. The source code builds in all OS without problems (cmake based!).
+++++++++++++++++++++++++++++
For all DXT compression options, my
F-TexTools/ Nmtools also use internally the
latest NVIDIA Texture Tool library based on Squish and
CUDA support!
+++++++++++++++++++++++++++++
A most important point being that with the CUDA support (<=> super fast code execution in the GPU !) of all more recent NVIDIA graphics cards, these NVIDIA command line tools aquire a large performance boost (depending on the card)!!
You sure know that like the JPG format, DXT compression is NOT a lossless format. But the output quality strongly depends on the algorithm used for that compression. I normally use PNG or TIF as a lossless, mere
storage format, but mostly this high quality DXT format for fast and "butter smooth" graphics action in Celestia(.Sci).
@CC:
CC wrote:What are the names of the command line tools which will easily do this?
The NVIDIA texture tools together with a trivial batch script allow you to convert on the fly "monster VT sets (>= 64k)" in PNG format to the appropriate DXT format. If you buy yourself a powerful new card from NVIDIA, these tools will be VERY fast (CUDA!!) despite highest quality.
@PlutonianEmpire: all this beauty and elegance is not for you and other haters of command line tools
Fridger
PS: Note that for DXT conversion of VT tile sets, you only activate mipmaps for the first, level0 set. For all higher levels you do NOT need mipmaps, since the different tile levels already replace the effect of mimpaps. This saves some storage space.
PPS: For a long time I have used a pretty old NVIDIA
FX5900 Ultra/256MB without any problems in DXT handling.