Merge README.md change.

This commit is contained in:
Pavel Krajcevski 2016-10-06 23:56:58 -07:00
commit ac30691553

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@ -87,6 +87,8 @@ The quickest test will be to simply run the compressor on a PNG image:
This will compress `image.png` into the BPTC (BC7) format using 50 steps of simulated annealing without
multithreading.
Input file format supported: PNG, PVR, TGA, KTX, ASTC
There are various run-time options available:
* `-v`: Enabled verbosity, which reports Entropy, Mean Local Entropy, and MSSIM in addition to
@ -97,7 +99,7 @@ compression time and PSNR.
* [DXT1](http://www.opengl.org/registry/specs/EXT/texture_compression_s3tc.txt) [2]
* [DXT5](http://www.opengl.org/registry/specs/EXT/texture_compression_s3tc.txt) [2]
* [PVRTC](http://web.onetel.net.uk/~simonnihal/assorted3d/fenney03texcomp.pdf)
* `-d`: Specifies the decompressed output file.
* `-d`: Specifies the output file. Format supported PNG, KTX
* **Default**: `<filename>`-`<fmt>`.png
* `-nd`: Suppress decompressed output.
* `-t`: Specifies the number of threads to use for compression.
@ -135,7 +137,7 @@ with atomic synchronization primitives, I would invoke the following command:
If I wanted to compress a texture into PVRTC, I would invoke the following command:
CLTool/tc -f PVRTC path/to/image.png
CLTool/tc -f PVRTC -d path/to/image.ktx path/to/image.png
[1] Compression code courtesy of [Rich Geldreich](https://code.google.com/p/rg-etc1/) <br>
[2] Compression code courtesy of [Sean Barrett](https://github.com/nothings/stb/blob/master/stb_dxt.h).