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Updating readme
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@@ -137,7 +137,7 @@ Newer devices supporting BC6H/BC7: You still need to transcode to BC3. We will s
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Compress with the -normal_map flag, which disables a lot of stuff that has interfered with normal maps in the past. Also compress with -slower, which creates the highest quality codebooks.
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Use 2 component XY normal maps encoded into the RG channels, where the Z component is computed in the shader after fetching). Put X in color, and Y in alpha. The command line tool and encoder class support the option "-seperate_rg_to_color_alpha" that helps with this.
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Use 2 component XY normal maps encoded into the RG channels (where the Z component is computed in the shader after fetching). Put X in color, and Y in alpha. The command line tool and encoder class support the option "-seperate_rg_to_color_alpha" that helps with this.
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ETC1 only devices/API's: Transcode to two ETC1 textures and sample them in a shader. You can either use one ETC1 texture that's twice as high, or two separate ETC1 textures. The transcoder supports transcoding alpha slices to any color output format using a special flag: `basist::basisu_transcoder::cDecodeFlagsTranscodeAlphaDataToOpaqueFormats`. This will look good because each channel gets its own endpoints and selectors.
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