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Update README.md
texture video update
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@@ -12,7 +12,7 @@ Basis Universal™ v2.0 is an open source [supercompressed](http://gamma.cs.unc.
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## GPU Textures are Infrastructure
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Our overall goal is to simplify the encoding and efficient distribution of *portable* LDR and HDR GPU texture, image, and short [texture video](https://github.com/BinomialLLC/basis_universal/wiki/Encoding-ETC1S-Texture-Video-Tips) content in a way that is compatible with any GPU or rendering/graphics API.
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Our overall goal is to simplify the encoding and efficient distribution of *portable* LDR and HDR GPU texture, image, and short [texture video](https://github.com/BinomialLLC/basis_universal/wiki/Encoding-ETC1S-and-XUASTC-LDR-Texture-Video) content in a way that is compatible with any GPU or rendering/graphics API.
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The system supports seven modes (or codecs). In the order they were implemented:
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1. **ETC1S**: A supercompressed subset of ETC1 designed for very fast transcoding to other LDR texture formats, low/medium quality but high compression, slightly faster transcoding to other LDR texture formats vs. libjpeg.
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@@ -115,7 +115,7 @@ One interesting use of XUASTC LDR which works with any of the 14 block sizes: th
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XUASTC LDR supports the following ASTC configurations: L/LA/RGB/RGBA CEMs; base+scale or RGB/RGBA direct; base+offset CEMs; Blue Contraction encoding; 1–3 subsets; all partition patterns; and single- or dual-plane modes. Here is the [XUASTC LDR specification](https://github.com/BinomialLLC/basis_universal/wiki/XUASTC-LDR-Specification-v1.0). Also see the [ASTC and XUASTC LDR Usage Guide](https://github.com/BinomialLLC/basis_universal/wiki/ASTC-and-XUASTC-LDR-Usage-Guide).
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Notes:
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- Mode #1 (ETC1S) has special support and optimizations for basic temporal supercompression ([texture video](https://github.com/BinomialLLC/basis_universal/wiki/Encoding-ETC1S-Texture-Video-Tips)).
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- Mode #1 (ETC1S) has special support and optimizations for basic temporal supercompression ([texture video](https://github.com/BinomialLLC/basis_universal/wiki/Encoding-ETC1S-and-XUASTC-LDR-Texture-Video)).
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- Modes #3 (UASTC HDR 4x4) and #4 (RDO ASTC HDR 6x6), and #6 (ASTC LDR 4x4-12x12) output 100% standard ASTC texture data (with or without RDO), like any other ASTC encoder. The .KTX2 files are just plain textures.
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- The other modes (#1, #2, #5, #7) output compressed data in various custom supercompressed formats, which our transcoder library can convert in real-time to various GPU texture or pixel formats.
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- Modes #4 (ASTC HDR 6x6) and #5 (UASTC HDR 6x6) internally use the same unified ASTC HDR 6x6 encoder.
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