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Updated Resources (markdown)
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@ -44,7 +44,7 @@ Gamefest 2010 - [Block Compression Smorgasbord](http://download.microsoft.com/do
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[BC4 is the 3Dc+ algorithm, BC5 is 3Dc algorithm originally developed by ATI](http://en.wikipedia.org/wiki/3Dc)
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[BC6H and BC7 use the BPTC algorithm originally developed by NVIDIA]([url:http://developer.download.nvidia.com/opengl/specs/GL_ARB_texture_compression_bptc.txt)
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[BC6H and BC7 use the BPTC algorithm originally developed by NVIDIA](http://developer.download.nvidia.com/opengl/specs/GL_ARB_texture_compression_bptc.txt)
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_'Fast Block Compression' schemes_
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BC1 & BC3 algorithm from "Real-Time DXT Compression" by JMP van Waveren
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@ -52,9 +52,10 @@ BC1 & BC3 algorithm from "Real-Time DXT Compression" by JMP van Waveren
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BC5 algorithm from "Real-Time Normal Map DXT Compression" by JMP van Waveren & Ignacio Castaño [link](http://www.nvidia.com/object/real-time-normal-map-dxt-compression.html)
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BC6H [link](url:https://software.intel.com/en-us/articles/fast-ispc-texture-compressor-update)
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# Intel ISPC compressors
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[BC6H](https://software.intel.com/en-us/articles/fast-ispc-texture-compressor-update)
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BC7 [link](url:http://software.intel.com/en-us/articles/fast-ispc-texture-compressor) [link]([url:http://gamma.cs.unc.edu/FasTC/)
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[BC7](http://software.intel.com/en-us/articles/fast-ispc-texture-compressor) [link]([url:http://gamma.cs.unc.edu/FasTC/)
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# Gamma correct rendering
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[Gamma-correct rendering](http://molecularmusings.wordpress.com/2011/11/21/gamma-correct-rendering/)
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