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Encode/decode/info to KTX/KTX2/DDS files with LDR/HDR and BC/ASTC/ETC2. Mac/Win C++11 too, Mac viewer, and scripts for batch processing textures.

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1. Hit 8 to switch to sphere shape 2. Hit 6 switch to viewing tangent shape channel 3. Hit T to toggle between vertex tangents/basis and fragment tangents/basis Vertex Tangents...

Maybe this is an interesting candidate for a BC6H de/encoder (MIT license): https://github.com/GPUOpen-Tools/compressonator/tree/master/cmp_compressonatorlib/bc6h BC6H would be a nice addition in kram.

This is a comparison of output from hlsparser rewriting HLSL2021 source into MSL vs. spriv-cross doing the same from spv. The processing paths are the following steps that are found...

### Would be convenient to accept uppercase files... My first try: ``` $ ./kram/kram info -i model/HONEYWELLJETWAVE_METAL.PNG.DDS [E] Kram info only supports png, ktx, ktx2, dds inputs Kram.cpp(1913): error: kramAppInfo()...