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