Automatically exported from code.google.com/p/rg-etc1 – richgel999/rg -etc1, rg-etc1/cci.20130516. A performant, easy to use, and high quality 4×4 pixel block packer/unpacker for the ETC1. conan. etc1. packer. unpacker.
View rg_etc1.cpp from IT K 202 at University of Tasmania. / File: rg_etc1.cpp – Fast, high quality ETC1 block packer/unpacker – Rich Geldreich / Please see.
Ericsson Texture Compression (ETC) is a lossy texture compression technique developed in collaboration with Ericsson Research in early 2005. It was originally developed under the name iPACKMAN and based on an earlier compression scheme called PACKMAN.
//File: rg_etc1.h – Fast, high quality ETC1 block packer/unpacker – Rich Geldreich // Please see ZLIB license at the end of this file. # pragma once namespace rg_etc1 // Unpacks an 8-byte ETC1 compressed block to a block of 4×4 32bpp RGBA pixels. // Returns false if the block is invalid. Invalid blocks will still be unpacked with clamping.
basislib ETC1: An updated version of my open source ETC1 block encoder, rg_etc1. Supports both RGB and perceptual error metrics (unlike rg_etc1). The test files were ~1,500 .PNG textures from the larger test corpus I used to tune crunch. Each texture was compressed using each encoder, then unpacked using rg_etc1 modified to support the 3 new ETC2 block types.
9/5/2016 · The ETC1 encoded image (using rg_etc1 in slow mode – modified to use perceptual colorspace metrics): Error: Max: 63, Mean: 2.896, MSE: 19.284, RMSE: 4.391, PSNR: 35.279 Here’s the selector image (the 2-bit selectors have been scaled up to 0-255):, return rg_etc1:: square (r -c. r) + rg_etc1:: square (g -c. g) + rg_etc1:: square (b -c. b) + rg_etc1:: square (a -c. a) inline bool rgb_equals ( const color_quad_u8 & rhs ) const return ( r == rhs. r ).
9/14/2016 · In particular, rg_etc1 (and crunch’s ETC1 support) was tuned to compete against the reference encoder along both the quality and perf. axes. Anyhow, there are some interesting things to learn from etcpak : Best quality doesn’t always matter. It obviously depends on your use case. If you have 10 gigs of textures to compress then iteration speed …
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