diff --git a/README.md b/README.md index 43c61b2..fcef56d 100644 --- a/README.md +++ b/README.md @@ -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**: ``-``.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/)
[2] Compression code courtesy of [Sean Barrett](https://github.com/nothings/stb/blob/master/stb_dxt.h).