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開始行:
[[kuran_kuran page!]]
ASTC codec version 1.3
Copyright (C) 2011-2013 ARM Limited
All rights reserved. Use of this software is subject to ...
Usage:
Compress to texture file:
astcenc -c <inputfile> <outputfile> <rate> [options]
Decompress from texture file:
astcenc -d <inputfile> <outputfile> [options]
Compress, then immediately decompress to image:
astcenc -t <inputfile> <outputfile> <rate> [options]
Compare two files (no compression or decompression):
astcenc -compare <file1> <file2> [options]
When encoding/decoding a texture for use with the LDR-SR...
use -cs, -ds, -ts instead of -c, -d, -t.
When encoding/decoding a texture for use with the LDR-li...
use -cl, -dl, -tl instead of -c, -d, -t.
For compression, the input file formats supported are
* PNG (*.png)
* Targa (*.tga)
* JPEG (*.jpg)
* GIF (*.gif) (non-animated only)
* BMP (*.bmp)
* Radiance HDR (*.hdr)
* Khronos Texture KTX (*.ktx)
* DirectDraw Surface DDS (*.dds)
* Half-Float-TGA (*.htga)
* OpenEXR (*.exr; only if 'exr_to_htga' is present in t...
For the KTX and DDS formats, the following subset of the...
features are supported; the subset is:
* 2D and 3D textures supported
* Uncompressed only, with unorm8, unorm16, float16 or f...
* R, RG, RGB, BGR, RGBA, BGRA, Luminance and Luminance-...
* In case of multiple image in one file (mipmap, cube-f...
the codec will read the first one and ignore the othe...
When using HDR or 3D textures, it is recommended to use ...
Separate 2D image slices can be assembled into a 3D imag...
The output file will be an ASTC compressed texture file ...
ending .astc)
For decompression, the input file must be an ASTC compre...
the following formats are supported for output:
* Targa (*.tga)
* KTX (*.ktx)
* DDS (*.dds)
* Half-Float-TGA (*.htga)
* OpenEXR (*.exr; only if t'exr_to_htga' is present in ...
Targa is suitable only for 2D LDR images; for HDR and/or...
please use KTX or DDS.
For compression, the <rate> argument specifies the bitra...
dimension to use. This argument can be specified in one ...
* A decimal number (at least one actual decimal needed)...
the codec to interpret the number as a desired bitrat...
size to match that bitrate as closely as possible. Fo...
bitrate of 2.0 bits per texel, then specifiy the <rat...
* A block size. This specifies the block dimensions to ...
X, Y (and for 3D textures) Z axes. The dimensions are...
the character x, with no spaces. For 2D textures, the...
dimensions along each axis are picked from the set {4...
for 3D textures, the supported dimensions are picked ...
set {3,4,5,6}. For example, if you wish to encode a 2...
10x6 block size (10 texels per block along the X axis...
along the Y axis, then specify the <rate> argument as...
Some examples of supported 2D block sizes are:
4x4 -> 8.0 bpp
5x5 -> 5.12 bpp
6x6 -> 3.56 bpp
8x6 -> 2.67 bpp
8x8 -> 2.0 bpp
10x8 -> 1.6 bpp
10x10 -> 1.28 bpp
10x12 -> 1.07 bpp
12x12 -> 0.89 bpp
If you try to specify a bitrate that can potentially map...
block sizes, the codec will choose the block size with t...
aspect ratio (e.g. if you specify 2.67, then the codec w...
8x6 block size, not 12x4)
Below is a description of all the available options. Mos...
for encoding only, however there are some that affect de...
(such as -dsw and the normal-presets)
Built-in error-weighting Presets:
---------------------------------
The presets provide easy-to-use combinations of encoding...
are designed for use with certain commonly-occurring kin...
textures.
-normal_psnr
For encoding, assume that the input texture is a n...
X and Y components of the actual normals in the Re...
color channels. The codec will then move the 2nd c...
and apply an error-weighting function based on ang...
It is possible to use this preset with texture dec...
in which case it will expand the normal map from 2...
after the actual decoding.
The -normal_psnr preset as a whole is equivalent t...
"-rn -esw rrrg -dsw raz1 -ch 1 0 0 1 -oplimit 1000...
-normal_percep
Similar to -normal_psnr, except that it tries to o...
map for best possible perceptual results instead o...
angular PSNR.
The -normal_percep preset as a whole is equivalent...
"-normal_psnr -b 2.5 -v 3 1 1 0 50 0 -va 1 1 0 50 ...
-mask
Assume that the input texture is a texture that co...
unrelated content in its various color channels, a...
it is undesirable for errors in one channel to aff...
the other channels.
Equivalent to "-v 3 1 1 0 25 0.03 -va 0 25" .
-alphablend
Assume that the input texture is an RGB-alpha text...
the alpha component is used to represent opacity.
(0=fully transparent, 1=fully opaque)
Equivalent to "-a 1" .
-hdr
Assume that the input texture is an HDR texture. I...
present, it is treated as an LDR channel (e.g. opa...
Optimize for 4th-root error for the color and line...
Equivalent to
"-forcehdr_rgb -v 0 0.75 0 1 0 0 -va 0.02 1 0 ...
-hdra
Assume that the input texture is an HDR texture, a...
for 4th-root error. If an alpha channel is present...
assumed to be HDR and optimized for 4th-root error...
Equivalent to
"-forcehdr_rgba -v 0 0.75 0 1 0 0 -va 0.75 0 1...
-hdr_log
-hdra_log
Assume that the input texture is an HDR texture, a...
for logarithmic error. This should give better res...
on metrics like "logRMSE" and "mPSNR", but the sub...
quality (in particular block artifacts) is general...
than -hdr.
"-hdr_log" is equivalent to
"-forcehdr_rgb -v 0 1 0 1 0 0 -va 0.02 1 0 0 -...
"-hdra_log" is equivalent to
"-forcehdr_rgba -v 0 1 0 1 0 0 -va 1 0 1 0 -db...
Performance-quality tradeoff presets:
-------------------------------------
These are presets that provide different tradeoffs betwe...
performance and quality. Exactly one of these presets ha...
for encoding; if this is not done, the codec reports an ...
-veryfast
Run codec in very-fast-mode; this generally result...
quality loss.
-fast
Run codec in fast-mode. This generally results in ...
-medium
Run codec in medium-speed-mode.
-thorough
Run codec in thorough-mode. This should be sufficie...
cases where "-medium" provides inadequate quality.
-exhaustive
Run codec in exhaustive-mode. This usually produce...
marginally better quality than "-thorough" while c...
increasing encode time.
Low-level error weighting options:
----------------------------------
These options provide low-level control of the error-wei...
that the codec provides.
-v <radius> <power> <baseweight> <avgscale> <stdevscale...
Compute the per-texel relative error weighting for...
channels as follows:
weight = 1 / (<baseweight> + <avgscale>
* average^2 + <stdevscale> * stdev^2)
The average and stdev are computed as the average-...
standard deviation across a neighborhood of each t...
argument specifies how wide this neighborhood shou...
If this option is given without -va, it affects th...
color components only, while alpha is assigned the...
The <mixing-factor> parameter is used to control t...
between color channels. Setting this parameter to ...
and stdev computation to be done completely separa...
channel; setting it to 1 causes the results from t...
blue color channel to be combined into a single re...
to all three channels. It is possible to set the m...
to a value between 0 and 1 in order to obtain a re...
The <power> argument is a power used to raise the ...
pixels before computing average and stdev; e.g. a ...
the codec to take the square root of every input p...
computing the averages and standard deviations.
-va <baseweight> <power> <avgscale> <stdevscale>
Used together with -v; it computes a relative per-...
weighting for the alpha component based on average...
deviation in the same manner as described for -v, ...
<baseweight>, <power>, <avgscale> and <stdevscale>...
-a <radius>
For textures with alpha channel, scale per-texel w...
alpha. The alpha value chosen for scaling of any p...
is taken as an average across a neighborhood of th...
The <radius> argument gives the radius of this nei...
a radius of 0 causes the texel's own alpha value t...
no contribution from neighboring texels.
-ch <red_weight> <green_weight> <blue_weight> <alpha_we...
Assign relative weight to each color channel.
If this option is combined with any of the other o...
the other options are used to compute a weighting,...
weigthing is multiplied by the weighting provided ...
-rn
Assume that the red and alpha color channels (afte...
represent the X and Y components for a normal map,
and scale the error weighting so as to match angul...
as possible. The reconstruction function for the Z...
is assumed to be Z=sqrt(1 - X^2 - X^2).
-b <weighting>
Increase error weight for texels at compression-bl...
and corners; the parameter specifies how much the ...
modified, with 0 giving no modification. Higher va...
block-artifacts, at the cost of worsening other ar...
Low-level performance-quality tradeoff options:
-----------------------------------------------
These options provide low-level control of the performan...
that the codec provides.
-plimit <number>
Test only <number> different partitionings. Higher...
quality at the expense of longer encode time; howe...
to give diminishing returns. This parameter can be...
number from 1 to 1024. By default, this limit is s...
preset, as follows:
-veryfast : 2
-fast : 4
-medium : 25
-thorough : 100
-exhaustive : 1024
-dblimit <number>
Stop compression work on a block as soon as the PS...
as measured in dB, exceeds this limit. Higher numb...
quality at the expense of longer encode times. If ...
it is set based on the currently-active block size...
below (where N is the number of texels per block):
-veryfast : dblimit = MAX( 53-19*log10(N), 70-35...
-fast : dblimit = MAX( 63-19*log10(N), 85-35...
-medium : dblimit = MAX( 70-19*log10(N), 95-35...
-thorough : dblimit = MAX( 77-19*log10(N), 105...
-exhaustive : dblimit = 999
Note that the compressor is not actually guarantee...
numbers for any given block; also, at the point wh...
discovers that it has exceeded the dblimit, it may...
a large amount, so it is still possible to get a P...
substantially higher than the dblimit would suggest.
This option is ineffective for HDR textures.
-oplimit <factor>
If the error term from encoding with 2 partitions ...
error term from encoding with 1 partition by more ...
factor, then cut compression work short.
By default, this factor is set based on the active...
-veryfast : 1.0
-fast : 1.0
-medium : 1.2
-thorough : 2.5
-exhaustive : 1000
The codec will not apply this factor if the input ...
map (content resembles a normal-map, or one of the...
is used).
-mincorrel <value>
For each block, the codec will compute the correla...
between any two color components; if no pair of co...
correlation coefficient below the cutoff specified...
the codec will abstain from trying the dual-weight...
By default, this factor is set based on the active...
-veryfast : 0.5
-fast : 0.5
-medium : 0.75
-thorough : 0.95
-exhaustive : 0.99
If the input texture is a normal-map (content rese...
or one of the -normal_* presets are used) the code...
of 0.99.
-bmc <value>
Cutoff on the set of block modes to use; the cutof...
of the block modes that are most commonly used. Th...
from 0 to 100, where 0 offers the highest speed an...
and 100 offers the highest quality and lowest speed.
By default, this factor is set based on the active...
-veryfast : 25
-fast : 50
-medium : 75
-thorough : 95
-exhaustive : 100
This option is ineffective for 3D textures.
-maxiters <value>
Maximum number of refinement iterations to apply t...
Minimum value is 1; larger values give slight qual...
at expense of mild performance loss. By default, t...
picked based on the active preset, as follows:
-veryfast : 1
-fast : 1
-medium : 2
-thorough : 4
-exhaustive : 4
Other options:
--------------
-array <size>
Loads a an array of 2D image slices as a 3D image....
is used as a base, and decorated with _0, _1, up t...
to loading each slice. So -array 3 input.png would...
input_1.png and input_2.png as slices at z=0,1,2 r...
-forcehdr_rgb
Force the use of HDR endpoint modes. By default, o...
modes are used. If alpha is present, alpha is kept...
-forcehdr_rgba
Force the use of HDR endpoint modes. By default, o...
modes are used. If alpha is present, alpha is forc...
-esw <swizzlepattern>
Swizzle the color components before encoding. The ...
is specified as a 4-character string, where the ch...
which color component will end up in the Red, Gree...
channels before encoding takes place. The characte...
from the set (r,g,b,a,0,1), where r,g,b,a use colo...
the input texture and 0,1 use the constant values ...
As an example, if you have an input RGBA texture w...
switch around the R and G channels, as well as rep...
alpha channel with the constant value 1, a suitabl...
option would be:
-esw grb1
Note that if -esw is used together with any of the
error weighting functions, the swizzle is consider...
applied before the error weighting function.
-dsw <swizzlepattern>
Swizzle pattern to apply after decoding a texture....
specified in the samw way as the pre-encoding swiz...
for the -sw switch. However, one additional charac...
namely 'z' for constructing the third component of...
-srgb
Convert input image from sRGB to linear-RGB before...
output image from linear-RGB to sRGB after decode....
transform is applied after swizzle; for decode, th...
is applied before swizzle.
-j <numthreads>
Run encoding with multithreading, using the specif...
of threads. If not specified, the codec will autod...
number of available logical CPUs and spawn one thr...
Use "-j 1" if you wish to run the codec in single-...
-silentmode
Suppresses all output from the codec, except in ca...
If this switch is not provided, the codec will dis...
settings it uses and show a progress counter durin...
-time
Displays time taken for entire run, together with ...
coding step only. If requested, this is output eve...
-showpsnr
In test mode (-t), displays PSNR difference betwee...
images, in dB, even if -silentmode is specified. W...
only.
-mpsnr <low> <high>
Set the low and high f-stop values to use for the m...
Default is low=-10, high=10.
The mPSNR error metric only applies to HDR textures.
This option can be used together with -compare .
Tips & tricks:
--------------
ASTC, being a block-based format, is moderately prone to...
If block artifacts are a problem when compressing a give...
adding some or all of following command-line options may...
-b 1.8
-v 2 1 1 0 25 0.1
-va 1 1 0 25
-dblimit 60
The -b option is a general-purpose block-artifact reduct...
-v and -va options concentrate effort where smooth regio...
with high detail (such regions are particularly prone to...
otherwise). The -dblimit option is sometimes also needed...
block artifacts in regions with very smooth gradients.
If a texture exhibits severe block artifacts in only som...
the color channels (common problem with mask textures), ...
to use the -ch option to raise the weighting of the affe...
For example, if the green color channel in particular su...
artifacts, then using the commandline option
-ch 1 6 1 1
should improve the result significantly.
終了行:
[[kuran_kuran page!]]
ASTC codec version 1.3
Copyright (C) 2011-2013 ARM Limited
All rights reserved. Use of this software is subject to ...
Usage:
Compress to texture file:
astcenc -c <inputfile> <outputfile> <rate> [options]
Decompress from texture file:
astcenc -d <inputfile> <outputfile> [options]
Compress, then immediately decompress to image:
astcenc -t <inputfile> <outputfile> <rate> [options]
Compare two files (no compression or decompression):
astcenc -compare <file1> <file2> [options]
When encoding/decoding a texture for use with the LDR-SR...
use -cs, -ds, -ts instead of -c, -d, -t.
When encoding/decoding a texture for use with the LDR-li...
use -cl, -dl, -tl instead of -c, -d, -t.
For compression, the input file formats supported are
* PNG (*.png)
* Targa (*.tga)
* JPEG (*.jpg)
* GIF (*.gif) (non-animated only)
* BMP (*.bmp)
* Radiance HDR (*.hdr)
* Khronos Texture KTX (*.ktx)
* DirectDraw Surface DDS (*.dds)
* Half-Float-TGA (*.htga)
* OpenEXR (*.exr; only if 'exr_to_htga' is present in t...
For the KTX and DDS formats, the following subset of the...
features are supported; the subset is:
* 2D and 3D textures supported
* Uncompressed only, with unorm8, unorm16, float16 or f...
* R, RG, RGB, BGR, RGBA, BGRA, Luminance and Luminance-...
* In case of multiple image in one file (mipmap, cube-f...
the codec will read the first one and ignore the othe...
When using HDR or 3D textures, it is recommended to use ...
Separate 2D image slices can be assembled into a 3D imag...
The output file will be an ASTC compressed texture file ...
ending .astc)
For decompression, the input file must be an ASTC compre...
the following formats are supported for output:
* Targa (*.tga)
* KTX (*.ktx)
* DDS (*.dds)
* Half-Float-TGA (*.htga)
* OpenEXR (*.exr; only if t'exr_to_htga' is present in ...
Targa is suitable only for 2D LDR images; for HDR and/or...
please use KTX or DDS.
For compression, the <rate> argument specifies the bitra...
dimension to use. This argument can be specified in one ...
* A decimal number (at least one actual decimal needed)...
the codec to interpret the number as a desired bitrat...
size to match that bitrate as closely as possible. Fo...
bitrate of 2.0 bits per texel, then specifiy the <rat...
* A block size. This specifies the block dimensions to ...
X, Y (and for 3D textures) Z axes. The dimensions are...
the character x, with no spaces. For 2D textures, the...
dimensions along each axis are picked from the set {4...
for 3D textures, the supported dimensions are picked ...
set {3,4,5,6}. For example, if you wish to encode a 2...
10x6 block size (10 texels per block along the X axis...
along the Y axis, then specify the <rate> argument as...
Some examples of supported 2D block sizes are:
4x4 -> 8.0 bpp
5x5 -> 5.12 bpp
6x6 -> 3.56 bpp
8x6 -> 2.67 bpp
8x8 -> 2.0 bpp
10x8 -> 1.6 bpp
10x10 -> 1.28 bpp
10x12 -> 1.07 bpp
12x12 -> 0.89 bpp
If you try to specify a bitrate that can potentially map...
block sizes, the codec will choose the block size with t...
aspect ratio (e.g. if you specify 2.67, then the codec w...
8x6 block size, not 12x4)
Below is a description of all the available options. Mos...
for encoding only, however there are some that affect de...
(such as -dsw and the normal-presets)
Built-in error-weighting Presets:
---------------------------------
The presets provide easy-to-use combinations of encoding...
are designed for use with certain commonly-occurring kin...
textures.
-normal_psnr
For encoding, assume that the input texture is a n...
X and Y components of the actual normals in the Re...
color channels. The codec will then move the 2nd c...
and apply an error-weighting function based on ang...
It is possible to use this preset with texture dec...
in which case it will expand the normal map from 2...
after the actual decoding.
The -normal_psnr preset as a whole is equivalent t...
"-rn -esw rrrg -dsw raz1 -ch 1 0 0 1 -oplimit 1000...
-normal_percep
Similar to -normal_psnr, except that it tries to o...
map for best possible perceptual results instead o...
angular PSNR.
The -normal_percep preset as a whole is equivalent...
"-normal_psnr -b 2.5 -v 3 1 1 0 50 0 -va 1 1 0 50 ...
-mask
Assume that the input texture is a texture that co...
unrelated content in its various color channels, a...
it is undesirable for errors in one channel to aff...
the other channels.
Equivalent to "-v 3 1 1 0 25 0.03 -va 0 25" .
-alphablend
Assume that the input texture is an RGB-alpha text...
the alpha component is used to represent opacity.
(0=fully transparent, 1=fully opaque)
Equivalent to "-a 1" .
-hdr
Assume that the input texture is an HDR texture. I...
present, it is treated as an LDR channel (e.g. opa...
Optimize for 4th-root error for the color and line...
Equivalent to
"-forcehdr_rgb -v 0 0.75 0 1 0 0 -va 0.02 1 0 ...
-hdra
Assume that the input texture is an HDR texture, a...
for 4th-root error. If an alpha channel is present...
assumed to be HDR and optimized for 4th-root error...
Equivalent to
"-forcehdr_rgba -v 0 0.75 0 1 0 0 -va 0.75 0 1...
-hdr_log
-hdra_log
Assume that the input texture is an HDR texture, a...
for logarithmic error. This should give better res...
on metrics like "logRMSE" and "mPSNR", but the sub...
quality (in particular block artifacts) is general...
than -hdr.
"-hdr_log" is equivalent to
"-forcehdr_rgb -v 0 1 0 1 0 0 -va 0.02 1 0 0 -...
"-hdra_log" is equivalent to
"-forcehdr_rgba -v 0 1 0 1 0 0 -va 1 0 1 0 -db...
Performance-quality tradeoff presets:
-------------------------------------
These are presets that provide different tradeoffs betwe...
performance and quality. Exactly one of these presets ha...
for encoding; if this is not done, the codec reports an ...
-veryfast
Run codec in very-fast-mode; this generally result...
quality loss.
-fast
Run codec in fast-mode. This generally results in ...
-medium
Run codec in medium-speed-mode.
-thorough
Run codec in thorough-mode. This should be sufficie...
cases where "-medium" provides inadequate quality.
-exhaustive
Run codec in exhaustive-mode. This usually produce...
marginally better quality than "-thorough" while c...
increasing encode time.
Low-level error weighting options:
----------------------------------
These options provide low-level control of the error-wei...
that the codec provides.
-v <radius> <power> <baseweight> <avgscale> <stdevscale...
Compute the per-texel relative error weighting for...
channels as follows:
weight = 1 / (<baseweight> + <avgscale>
* average^2 + <stdevscale> * stdev^2)
The average and stdev are computed as the average-...
standard deviation across a neighborhood of each t...
argument specifies how wide this neighborhood shou...
If this option is given without -va, it affects th...
color components only, while alpha is assigned the...
The <mixing-factor> parameter is used to control t...
between color channels. Setting this parameter to ...
and stdev computation to be done completely separa...
channel; setting it to 1 causes the results from t...
blue color channel to be combined into a single re...
to all three channels. It is possible to set the m...
to a value between 0 and 1 in order to obtain a re...
The <power> argument is a power used to raise the ...
pixels before computing average and stdev; e.g. a ...
the codec to take the square root of every input p...
computing the averages and standard deviations.
-va <baseweight> <power> <avgscale> <stdevscale>
Used together with -v; it computes a relative per-...
weighting for the alpha component based on average...
deviation in the same manner as described for -v, ...
<baseweight>, <power>, <avgscale> and <stdevscale>...
-a <radius>
For textures with alpha channel, scale per-texel w...
alpha. The alpha value chosen for scaling of any p...
is taken as an average across a neighborhood of th...
The <radius> argument gives the radius of this nei...
a radius of 0 causes the texel's own alpha value t...
no contribution from neighboring texels.
-ch <red_weight> <green_weight> <blue_weight> <alpha_we...
Assign relative weight to each color channel.
If this option is combined with any of the other o...
the other options are used to compute a weighting,...
weigthing is multiplied by the weighting provided ...
-rn
Assume that the red and alpha color channels (afte...
represent the X and Y components for a normal map,
and scale the error weighting so as to match angul...
as possible. The reconstruction function for the Z...
is assumed to be Z=sqrt(1 - X^2 - X^2).
-b <weighting>
Increase error weight for texels at compression-bl...
and corners; the parameter specifies how much the ...
modified, with 0 giving no modification. Higher va...
block-artifacts, at the cost of worsening other ar...
Low-level performance-quality tradeoff options:
-----------------------------------------------
These options provide low-level control of the performan...
that the codec provides.
-plimit <number>
Test only <number> different partitionings. Higher...
quality at the expense of longer encode time; howe...
to give diminishing returns. This parameter can be...
number from 1 to 1024. By default, this limit is s...
preset, as follows:
-veryfast : 2
-fast : 4
-medium : 25
-thorough : 100
-exhaustive : 1024
-dblimit <number>
Stop compression work on a block as soon as the PS...
as measured in dB, exceeds this limit. Higher numb...
quality at the expense of longer encode times. If ...
it is set based on the currently-active block size...
below (where N is the number of texels per block):
-veryfast : dblimit = MAX( 53-19*log10(N), 70-35...
-fast : dblimit = MAX( 63-19*log10(N), 85-35...
-medium : dblimit = MAX( 70-19*log10(N), 95-35...
-thorough : dblimit = MAX( 77-19*log10(N), 105...
-exhaustive : dblimit = 999
Note that the compressor is not actually guarantee...
numbers for any given block; also, at the point wh...
discovers that it has exceeded the dblimit, it may...
a large amount, so it is still possible to get a P...
substantially higher than the dblimit would suggest.
This option is ineffective for HDR textures.
-oplimit <factor>
If the error term from encoding with 2 partitions ...
error term from encoding with 1 partition by more ...
factor, then cut compression work short.
By default, this factor is set based on the active...
-veryfast : 1.0
-fast : 1.0
-medium : 1.2
-thorough : 2.5
-exhaustive : 1000
The codec will not apply this factor if the input ...
map (content resembles a normal-map, or one of the...
is used).
-mincorrel <value>
For each block, the codec will compute the correla...
between any two color components; if no pair of co...
correlation coefficient below the cutoff specified...
the codec will abstain from trying the dual-weight...
By default, this factor is set based on the active...
-veryfast : 0.5
-fast : 0.5
-medium : 0.75
-thorough : 0.95
-exhaustive : 0.99
If the input texture is a normal-map (content rese...
or one of the -normal_* presets are used) the code...
of 0.99.
-bmc <value>
Cutoff on the set of block modes to use; the cutof...
of the block modes that are most commonly used. Th...
from 0 to 100, where 0 offers the highest speed an...
and 100 offers the highest quality and lowest speed.
By default, this factor is set based on the active...
-veryfast : 25
-fast : 50
-medium : 75
-thorough : 95
-exhaustive : 100
This option is ineffective for 3D textures.
-maxiters <value>
Maximum number of refinement iterations to apply t...
Minimum value is 1; larger values give slight qual...
at expense of mild performance loss. By default, t...
picked based on the active preset, as follows:
-veryfast : 1
-fast : 1
-medium : 2
-thorough : 4
-exhaustive : 4
Other options:
--------------
-array <size>
Loads a an array of 2D image slices as a 3D image....
is used as a base, and decorated with _0, _1, up t...
to loading each slice. So -array 3 input.png would...
input_1.png and input_2.png as slices at z=0,1,2 r...
-forcehdr_rgb
Force the use of HDR endpoint modes. By default, o...
modes are used. If alpha is present, alpha is kept...
-forcehdr_rgba
Force the use of HDR endpoint modes. By default, o...
modes are used. If alpha is present, alpha is forc...
-esw <swizzlepattern>
Swizzle the color components before encoding. The ...
is specified as a 4-character string, where the ch...
which color component will end up in the Red, Gree...
channels before encoding takes place. The characte...
from the set (r,g,b,a,0,1), where r,g,b,a use colo...
the input texture and 0,1 use the constant values ...
As an example, if you have an input RGBA texture w...
switch around the R and G channels, as well as rep...
alpha channel with the constant value 1, a suitabl...
option would be:
-esw grb1
Note that if -esw is used together with any of the
error weighting functions, the swizzle is consider...
applied before the error weighting function.
-dsw <swizzlepattern>
Swizzle pattern to apply after decoding a texture....
specified in the samw way as the pre-encoding swiz...
for the -sw switch. However, one additional charac...
namely 'z' for constructing the third component of...
-srgb
Convert input image from sRGB to linear-RGB before...
output image from linear-RGB to sRGB after decode....
transform is applied after swizzle; for decode, th...
is applied before swizzle.
-j <numthreads>
Run encoding with multithreading, using the specif...
of threads. If not specified, the codec will autod...
number of available logical CPUs and spawn one thr...
Use "-j 1" if you wish to run the codec in single-...
-silentmode
Suppresses all output from the codec, except in ca...
If this switch is not provided, the codec will dis...
settings it uses and show a progress counter durin...
-time
Displays time taken for entire run, together with ...
coding step only. If requested, this is output eve...
-showpsnr
In test mode (-t), displays PSNR difference betwee...
images, in dB, even if -silentmode is specified. W...
only.
-mpsnr <low> <high>
Set the low and high f-stop values to use for the m...
Default is low=-10, high=10.
The mPSNR error metric only applies to HDR textures.
This option can be used together with -compare .
Tips & tricks:
--------------
ASTC, being a block-based format, is moderately prone to...
If block artifacts are a problem when compressing a give...
adding some or all of following command-line options may...
-b 1.8
-v 2 1 1 0 25 0.1
-va 1 1 0 25
-dblimit 60
The -b option is a general-purpose block-artifact reduct...
-v and -va options concentrate effort where smooth regio...
with high detail (such regions are particularly prone to...
otherwise). The -dblimit option is sometimes also needed...
block artifacts in regions with very smooth gradients.
If a texture exhibits severe block artifacts in only som...
the color channels (common problem with mask textures), ...
to use the -ch option to raise the weighting of the affe...
For example, if the green color channel in particular su...
artifacts, then using the commandline option
-ch 1 6 1 1
should improve the result significantly.
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