s3tc-dxt-decompression | S3TC DXT1/DXT5 texture decompression routines | Compression library

 by   Benjamin-Dobell C++ Version: Current License: MIT

kandi X-RAY | s3tc-dxt-decompression Summary

kandi X-RAY | s3tc-dxt-decompression Summary

s3tc-dxt-decompression is a C++ library typically used in Utilities, Compression applications. s3tc-dxt-decompression has no bugs, it has no vulnerabilities, it has a Permissive License and it has low support. You can download it from GitHub.

S3TC DXT1/DXT5 texture decompression routines.
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              s3tc-dxt-decompression has a low active ecosystem.
              It has 27 star(s) with 7 fork(s). There are 2 watchers for this library.
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              It had no major release in the last 6 months.
              s3tc-dxt-decompression has no issues reported. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of s3tc-dxt-decompression is current.

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              s3tc-dxt-decompression has no bugs reported.

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              s3tc-dxt-decompression has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.

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              s3tc-dxt-decompression is licensed under the MIT License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

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              s3tc-dxt-decompression releases are not available. You will need to build from source code and install.
              Installation instructions are not available. Examples and code snippets are available.

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            Community Discussions

            Trending Discussions on s3tc-dxt-decompression

            QUESTION

            How to decompress a BC3_UNORM DDS texture format?
            Asked 2021-Apr-13 at 20:36

            I've read a lot of articles and code but I still cannot get this to work, I've read all the 128 bytes of the header in my texture and them read 65536 bytes of compressed data of the actual texture(the texture's resolution is 256x256 and each compressed pixel uses 1 byte). I've tried to create my decompression algorithm with no success, them I've decided to use someone's else, so I found this code here. This is the arguments I was trying to pass to it so it would decompress my DDS texture.BlockDecompressImageDXT5(textureHeader.dwWidth, textureHeader.dwHeight, temp, packedData) Note: textureHeader is a valid struct with the DDS texture's header data loaded into it, temp is a unsigned char array holding all the DDS data that was read from the DDS texture and packedData is a unsigned long array I was expecting to receive the final decompressed data. So in the code I've linked, the RGBA channels for each pixel were packed in the PackRGBA function, one byte for each color in the packedData. Before pointing the data to the texture's data at D3D11_SUBRESOURCE_DATApSysMem, I've distributed each byte from the unsigned long packedData to 4 different unsigned char m_DDSData this way:

            ...

            ANSWER

            Answered 2021-Apr-13 at 20:36

            For a full description of the BC3 compression scheme, see Microsoft Docs. BC3 is just the modern name for DXT4/DXT5 compression a.k.a. S3TC. In short, it compresses a 4x4 block of pixels at a time into the following structures resulting in 16 bytes per block:

            Source https://stackoverflow.com/questions/67066835

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

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