icastano wrote:Adding support for YCoCg was on my TODO list, I already added some information about it on the wiki:
http://code.google.com/p/nvidia-texture ... sionTricks
Great!
If you point me to some of your textures, I can add them to my testsuite, so that I have them in consideration when tuning the algorithms.
With pleasure:
Here are the links to two of the 2048 level5 1k x 1k normalmap tiles for the 64k x 32k Earth in lossless PNG format. These got to be compressed into DXT5nm format.
http://www.celestiaproject.net/~t00fri/images/tx_18_17.png
http://www.celestiaproject.net/~t00fri/images/tx_19_18.png
Note how smooth and noisefee they are: Here is an example display that I color-inverted for better visual 3d impression:
The normalmap tiles have been generated with all optimizations and in highest quality with my 'nmtools' package that is available from our CelestialMatters site (cross-platform, GPL, OpenSource):
http://www.celestialmatters.org/cm/index.shtml
Here are some nice shots of the views these 'monster' normalmaps generate...
http://www.celestialmatters.org/cm/host ... s/nmtools/
There is also a detailed tutorial
http://www.celestialmatters.org/cm/host ... al00.shtml
Normal map compression in particular, can be optimized. Currently that code is not vectorized, and that could provide a 4x speedup.
Yes, indeed. Simon and I were discussing about this possibility. Certainly an important target to go for!
I never realized that my normal map components were in the opposite order. I should probably swap them to match the old nvdxt.
Yeah...
Please, open issues at the google project for the features that you think are more important, so that I can prioritize them.
Well with ~ 5 000 000 Celestia downloads from SF, we feel pretty much at home here , but I shall try my best.
Thanks,
Fridger
PS: Do you also have a first name?