Updating legal section

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Rich Geldreich
2019-10-02 10:38:30 -07:00
committed by GitHub
parent e8c6f482e8
commit 4091c74806

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@@ -23,15 +23,17 @@ The encoder uses [tcuAstcUtil.cpp](https://chromium.googlesource.com/external/de
### Legal/IP/license stuff
Basis Universal uses texture compression formats or technologies created by several companies: ARM Holdings, AMD, Ericsson, Microsoft, and Imagination Technologies Limited. All are supported by various open standards or API's from (The Khronos Group)[https://www.khronos.org/], such as OpenGL 4.5, OpenGL EX, or Vulkan. The ASTC texture format is the only standard we could identify that is covered by an explicit end user license.
ASTC usage follows ARM's [END USER LICENCE AGREEMENT FOR THE MALI ASTC SPECIFICATION AND SOFTWARE CODEC license agreement](https://github.com/ARM-software/astc-encoder/blob/master/LICENSE.md).
PVRTC: See the [PVRTC Specification and User Guide](https://www.imgtec.com/downloads/download-info/pvrtc-texture-compression-user-guide-2/). Imagination Technologies Limited, 23 Nov 2018. Also see the [Khronos Data Format Specification](https://www.khronos.org/registry/DataFormat/specs/1.1/dataformat.1.1.html)
PVRTC1/2: See the [PVRTC Specification and User Guide](https://www.imgtec.com/downloads/download-info/pvrtc-texture-compression-user-guide-2/). Imagination Technologies Limited, 23 Nov 2018. Also see the [Khronos Data Format Specification](https://www.khronos.org/registry/DataFormat/specs/1.1/dataformat.1.1.html). See [PVR Texture Compression Exploration](https://roartindon.blogspot.com/2014/08/pvr-texture-compression-exploration.html) and (PvrTcCompressor)[https://bitbucket.org/jthlim/pvrtccompressor/src] Also see (Texture Compression Techniques)[http://sv-journal.org/2014-1/06/en/index.php?lang=en#7-3]
ETC1 and ETC2 EAC: See the [Khronos Data Format Specification](https://www.khronos.org/registry/DataFormat/specs/1.1/dataformat.1.1.html) and the [OpenGL 4.5 Core Profile](https://www.khronos.org/registry/OpenGL/specs/gl/glspec45.core.pdf) Appendix C.
BC1-5,7: Part of Microsoft's Direct3D API technology. See [Texture Block Compression in Direct3D 11](https://docs.microsoft.com/en-us/windows/win32/direct3d11/texture-block-compression-in-direct3d-11)
ATC: See the OpenGL extension [GL_AMD_compressed_ATC_texture](https://www.khronos.org/registry/OpenGL/extensions/AMD/AMD_compressed_ATC_texture.txt)
ATC: See the OpenGL extension [GL_AMD_compressed_ATC_texture](https://www.khronos.org/registry/OpenGL/extensions/AMD/AMD_compressed_ATC_texture.txt) For low-level ATC texture format information, see [S3TConv](https://github.com/Triang3l/S3TConv) and the paper [A Method for Load-Time Conversion of DXTC Assets to ATC](http://www.guildsoftware.com/papers/2012.Converting.DXTC.to.ATC.pdf).
FXT1: See the OpenGL extension [GL_3DFX_texture_compression_FXT1](https://www.khronos.org/registry/OpenGL/extensions/3DFX/3DFX_texture_compression_FXT1.txt)