Update README.md

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Rich Geldreich
2019-09-27 18:39:05 -07:00
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# basis_universal
Basis Universal GPU Texture and Texture Video Compression Codec
Basis Universal is a ["supercompressed"](http://gamma.cs.unc.edu/GST/gst.pdf) compressed GPU texture and [compressed texture video](http://gamma.cs.unc.edu/MPTC/) compression system that outputs a highly compressed intermediate file format (.basis) that can be quickly transcoded to a very wide variety of GPU compressed and uncompressed pixel formats: ASTC 4x4 L/LA/RGB/RGBA, PVRTC1 4bpp RGB/RGBA, PVRTC2 RGB/RGBA, BC7 mode 6 RGB, BC7 mode 5 RGB/RGBA, BC1-5 RGB/RGBA/X/XY, ETC1 RGB, ETC2 RGBA, ATC RGB/RGBA, ETC2 EAC R11 and RG11, FXT1 RGB, and uncompressed raster image formats 8888/565/4444.
Basis Universal is a ["supercompressed"](http://gamma.cs.unc.edu/GST/gst.pdf) compressed GPU texture and [compressed texture video](http://gamma.cs.unc.edu/MPTC/) compression system that outputs a highly compressed intermediate file format (.basis) that can be quickly transcoded to a [very wide variety](https://github.com/BinomialLLC/basis_universal/wiki/OpenGL-texture-format-enums-table) of GPU compressed and uncompressed pixel formats: ASTC 4x4 L/LA/RGB/RGBA, PVRTC1 4bpp RGB/RGBA, PVRTC2 RGB/RGBA, BC7 mode 6 RGB, BC7 mode 5 RGB/RGBA, BC1-5 RGB/RGBA/X/XY, ETC1 RGB, ETC2 RGBA, ATC RGB/RGBA, ETC2 EAC R11 and RG11, FXT1 RGB, and uncompressed raster image formats 8888/565/4444.
Basis files support non-uniform texture arrays, so cubemaps, volume textures, texture arrays, mipmap levels, video sequences, or arbitrary texture "tiles" can be stored in a single file. The compressor is able to exploit color and pattern correlations across the entire file, so multiple images with mipmaps can be stored very efficiently in a single file.
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### GPU texture format support details
Here's a [table](https://github.com/BinomialLLC/basis_universal/wiki/OpenGL-texture-format-enums-table) showing the supported compressed texture formats and their corresponding OpenGL texture formats.
Internally, all ETC1S slices can be converted to any format, and the system is very flexible. The transcoder's image API supports converting alpha slices to color texture formats, which allows the user to transcode textures with alpha to two ETC1 images, etc.
ETC1 - The system's internal texture format is ETC1S, so outputting ETC1 texture data is a no-op. We only use differential encodings, each subblock uses the same base color (the differential color is always [0,0,0]), and flips are always enabled.