![]() Exporter: Fixes a bug where DDS cube maps were written with an arraySize 6x the correct number.NVTT: Fixes a bug where the CPU BC1 compressor would sometimes encode transparent single-color blocks with transparency.NVTT: Faster compression when using the nvtt::Context API and the nvtt::Surface data is not in VRAM.These variants of Surface::load() and Surface::save() work on in-memory data. NVTT: Adds Surface::loadFromMemory(), Surface::saveToMemory(), and CubeSurface::loadFromMemory(). ![]() For instance, game developers can use this to reduce the size of the games they create - or realistic rendering and digital content creation developers can use this to fit higher-resolution textures in memory. These tools are ideal for artists and graphics engineers looking to save texture memory and reduce the size of their applications or fit more or higher-resolution textures into the same space. NVIDIA Texture Tools Exporter standalone showcasing a cube map reflection A new compression preview pane allows you to see how your image will be compressed in real-time, without having to write to disk. This exporter combines four texture tools in a single plugin and standalone application, including flexible and powerful support for cube maps, mipmaps, normal maps, transparency, and more than 130 import formats. ![]() The NVIDIA Texture Tools Exporter allows users to create highly compressed texture files - that stay small both on disk and in memory - directly from image sources using NVIDIA’s CUDA-accelerated Texture Tools 3.0 compressor technology. ![]()
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