Navin Patel
Navin Patel
@andre-ferreira Hi, The BC7 codec for DXC is using a DirectX Texture shader as a temporary for a new Compressonator BC7 codec that is been developed. I will take a...
@zelex there is only a small sample set of dds files. It's not comprehensive to cover all compression types and image formats. Testing also includes a mixture of other file...
@lukts30 This needs to be investigated further for UNC IO support. Its good that read works with CMP DDS lib API, for saving to png files we use Qt lib's...
@giordi91 Thanks for the detailed information. The issue is currently under investigation.
@giordi91 The sample leftShoulderNormalWrong.dds is been compressed using BC1 instead of BC3 (DXT5) You need to check that destTexture.format = format; is correct and not defaulting to DXT1 Try using...
@giordi91 The following test was performed and it cannot reproduce the issue you have!, SDK Example code supplied in Compressonator 3.1.4064\examples\example1\SDK_Example1.sln was built and a DDS BGRA sample source was...
@giordi91 A running application using your code sample has been setup. Note on your sample: unsigned char *data = getTextureDataFromFile() loads RGBA data. when using v3.1 SDK release binaries, srcTex.pData...
@giordi91 _BGRA will work on DXTn
@giordi91 Thanks for the sample image. Attached is the example code (modified source) that generated a dxt5.dds file in an attached zip file. (issue67.zip with exe debug_md x64 build and...
@giordi91 Since your building the code from source, you do not need to swizzle the channels as the fix is in the GitHub master source. It's still puzzling why you...