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1.115.8127
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<li class="toctree-l1"><a class="reference internal" href="overview.html">Overview</a></li>
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<li class="toctree-l1 current"><a class="current reference internal" href="#">Tools</a><ul>
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<li class="toctree-l2"><a class="reference internal" href="#geometry-compiler-geometryc">Geometry Compiler (geometryc)</a></li>
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<li class="toctree-l2"><a class="reference internal" href="#geometry-viewer-geometryv">Geometry Viewer (geometryv)</a></li>
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<li class="toctree-l2"><a class="reference internal" href="#shader-compiler-shaderc">Shader Compiler (shaderc)</a><ul>
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<li class="toctree-l3"><a class="reference internal" href="#building-shaders">Building shaders</a></li>
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</ul>
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</li>
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<li class="toctree-l2"><a class="reference internal" href="#texture-compiler-texturec">Texture Compiler (texturec)</a></li>
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<li class="toctree-l2"><a class="reference internal" href="#texture-viewer-texturev">Texture Viewer (texturev)</a></li>
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<div class="section" id="tools">
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<h1>Tools<a class="headerlink" href="#tools" title="Permalink to this headline">¶</a></h1>
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<div class="section" id="geometry-compiler-geometryc">
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<h2>Geometry Compiler (geometryc)<a class="headerlink" href="#geometry-compiler-geometryc" title="Permalink to this headline">¶</a></h2>
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<p>Converts Wavefront .obj, or glTF 2.0 mesh files to a format which is optimized for use with bgfx.</p>
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<p>Usage:</p>
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<div class="highlight-default notranslate"><div class="highlight"><pre><span></span><span class="n">geometryc</span> <span class="o">-</span><span class="n">f</span> <span class="o"><</span><span class="ow">in</span><span class="o">></span> <span class="o">-</span><span class="n">o</span> <span class="o"><</span><span class="n">out</span><span class="o">></span>
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</pre></div>
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</div>
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<p>Supported input file formats:</p>
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<blockquote>
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<div><table class="docutils align-default">
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<colgroup>
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<col style="width: 18%" />
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<col style="width: 82%" />
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</colgroup>
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<thead>
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<tr class="row-odd"><th class="head"><p>Format</p></th>
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<th class="head"><p>Description</p></th>
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</tr>
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</thead>
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<tbody>
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<tr class="row-even"><td><p>.obj</p></td>
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<td><p>Wavefront</p></td>
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</tr>
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<tr class="row-odd"><td><p>.gltf</p></td>
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<td><p>glTF 2.0</p></td>
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</tr>
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<tr class="row-even"><td><p>.glb</p></td>
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<td><p>glTF 2.0</p></td>
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</tr>
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</tbody>
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</table>
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</div></blockquote>
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<p>Options:</p>
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<blockquote>
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<div><dl class="option-list">
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<dt><kbd><span class="option">-h</span>, <span class="option">--help</span></kbd></dt>
|
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<dd><p>Display this help and exit.</p>
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</dd>
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<dt><kbd><span class="option">-v</span>, <span class="option">--version</span></kbd></dt>
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<dd><p>Output version information and exit.</p>
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</dd>
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<dt><kbd><span class="option">-f <var><file path></var></span></kbd></dt>
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<dd><p>Input’s file path.</p>
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</dd>
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<dt><kbd><span class="option">-o <var><file path></var></span></kbd></dt>
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<dd><p>Output’s file path.</p>
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</dd>
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<dt><kbd><span class="option">-s</span>, <span class="option">--scale <var><num></var></span></kbd></dt>
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<dd><p>Scale factor.</p>
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</dd>
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<dt><kbd><span class="option">--ccw</span></kbd></dt>
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<dd><p>Front face is counter-clockwise winding order.</p>
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</dd>
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<dt><kbd><span class="option">--flipv</span></kbd></dt>
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<dd><p>Flip texture coordinate V.</p>
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</dd>
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<dt><kbd><span class="option">--obb <var><num></var></span></kbd></dt>
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<dd><p>Number of steps for calculating oriented bounding box.</p>
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<p>Defaults to 17.</p>
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<p>Less steps = less precise OBB.</p>
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<p>More steps = slower calculation.</p>
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</dd>
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<dt><kbd><span class="option">--packnormal <var><num></var></span></kbd></dt>
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<dd><p>Normal packing.
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0 - unpacked 12 bytes. (Default)
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1 - packed 4 bytes.</p>
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</dd>
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<dt><kbd><span class="option">--packuv <var><num></var></span></kbd></dt>
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<dd><p>Texture coordinate packing.
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0 - unpacked 8 bytes. (Default)
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1 - packed 4 bytes.</p>
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</dd>
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<dt><kbd><span class="option">--tangent</span></kbd></dt>
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<dd><p>Calculate tangent vectors. (Packing mode is the same as normal)</p>
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</dd>
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<dt><kbd><span class="option">--barycentric</span></kbd></dt>
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<dd><p>Adds barycentric vertex attribute. (Packed in bgfx::Attrib::Color1)</p>
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</dd>
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<dt><kbd><span class="option">-c</span>, <span class="option">--compress</span></kbd></dt>
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<dd><p>Compress indices.
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–[l/r]h-up+[y/z] Coordinate system. Defaults to ‘–lh-up+y’ — Left-Handed +Y is up.</p>
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</dd>
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</dl>
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</div></blockquote>
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</div>
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<div class="section" id="geometry-viewer-geometryv">
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<h2>Geometry Viewer (geometryv)<a class="headerlink" href="#geometry-viewer-geometryv" title="Permalink to this headline">¶</a></h2>
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<p>A geometry viewer.</p>
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</div>
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<div class="section" id="shader-compiler-shaderc">
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<h2>Shader Compiler (shaderc)<a class="headerlink" href="#shader-compiler-shaderc" title="Permalink to this headline">¶</a></h2>
|
||
<p>Shader Compiler is used to compile bgfx’s cross-platform shader language, which based on GLSL.
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It uses an ANSI C pre-processor to transform the GLSL-like language into HLSL.
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This method has certain drawbacks,
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||
but overall it’s simple and allows for quick authoring of cross-platform shaders.</p>
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||
<p>Some differences between bgfx’s shaderc flavor of GLSL and vanilla GLSL:</p>
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<ul class="simple">
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||
<li><p><code class="docutils literal notranslate"><span class="pre">bool/int</span></code> uniforms are not allowed; all uniforms must be <code class="docutils literal notranslate"><span class="pre">float</span></code>.</p></li>
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||
<li><p>Attributes and varyings can only be accessed from <code class="docutils literal notranslate"><span class="pre">main()</span></code>.</p></li>
|
||
<li><p><code class="docutils literal notranslate"><span class="pre">SAMPLER2D/3D/CUBE/etc.</span></code> macros replace the <code class="docutils literal notranslate"><span class="pre">sampler2D/3D/Cube/etc.</span></code> tokens.</p></li>
|
||
<li><p><code class="docutils literal notranslate"><span class="pre">vec2/3/4_splat(<value>)</span></code> replaces the <code class="docutils literal notranslate"><span class="pre">vec2/3/4(<value>)</span></code> constructor.
|
||
<code class="docutils literal notranslate"><span class="pre">vec2/3/4</span></code> constructors with multiple values are still valid.</p></li>
|
||
<li><p><code class="docutils literal notranslate"><span class="pre">mtxFromCols/mtxFromRows</span></code> must be used for constructing matrices.</p></li>
|
||
<li><p><code class="docutils literal notranslate"><span class="pre">mul(x,</span> <span class="pre">y)</span></code> must be used when multiplying vectors with matrices.</p></li>
|
||
<li><p>A <code class="docutils literal notranslate"><span class="pre">varying.def.sc</span></code> file must be used to define input/output semantics and types,
|
||
instead of using <code class="docutils literal notranslate"><span class="pre">attribute/in</span></code> and <code class="docutils literal notranslate"><span class="pre">varying/in/out</span></code>.
|
||
This file cannot include comments, and typically only one is necessary.</p></li>
|
||
<li><p><code class="docutils literal notranslate"><span class="pre">$input/$output</span></code> tokens corresponding to inputs and outputs defined in
|
||
<code class="docutils literal notranslate"><span class="pre">varying.def.sc</span></code> must be used at the beginning of shader.</p></li>
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</ul>
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<p>For more info, see the <a class="reference external" href="https://github.com/bkaradzic/bgfx/blob/master/src/bgfx_shader.sh">shader helper macros</a>.</p>
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<p>Options:</p>
|
||
<blockquote>
|
||
<div><dl class="option-list">
|
||
<dt><kbd><span class="option">-h</span>, <span class="option">--help</span></kbd></dt>
|
||
<dd><p>Display this help and exit.</p>
|
||
</dd>
|
||
<dt><kbd><span class="option">-v</span>, <span class="option">--version</span></kbd></dt>
|
||
<dd><p>Output version information and exit.</p>
|
||
</dd>
|
||
<dt><kbd><span class="option">-f <var><file path></var></span></kbd></dt>
|
||
<dd><p>Input’s file path.</p>
|
||
</dd>
|
||
<dt><kbd><span class="option">-i <var><include path></var></span></kbd></dt>
|
||
<dd><p>Include path. (for multiple paths use -i multiple times)</p>
|
||
</dd>
|
||
<dt><kbd><span class="option">-o <var><file path></var></span></kbd></dt>
|
||
<dd><p>Output’s file path.</p>
|
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</dd>
|
||
<dt><kbd><span class="option">--bin2c <var><array name></var></span></kbd></dt>
|
||
<dd><p>Generate C header file. If array name is not specified base file name will be used as name.</p>
|
||
</dd>
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||
<dt><kbd><span class="option">--depends</span></kbd></dt>
|
||
<dd><p>Generate makefile style depends file.</p>
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</dd>
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||
<dt><kbd><span class="option">--platform <var><platform></var></span></kbd></dt>
|
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<dd><p>Target platform.</p>
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</dd>
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||
<dt><kbd><span class="option">-p</span>, <span class="option">--profile <var><profile></var></span></kbd></dt>
|
||
<dd><p>Shader model.</p>
|
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<p>Defaults to GLSL.</p>
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</dd>
|
||
<dt><kbd><span class="option">--preprocess</span></kbd></dt>
|
||
<dd><p>Only pre-process.</p>
|
||
</dd>
|
||
<dt><kbd><span class="option">--define <var><defines></var></span></kbd></dt>
|
||
<dd><p>Add defines to preprocessor. (semicolon separated)</p>
|
||
</dd>
|
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<dt><kbd><span class="option">--raw</span></kbd></dt>
|
||
<dd><p>Do not process shader. No preprocessor, and no glsl-optimizer. (GLSL only)</p>
|
||
</dd>
|
||
<dt><kbd><span class="option">--type <var><type></var></span></kbd></dt>
|
||
<dd><p>Shader type.</p>
|
||
<p>Can be ‘vertex’, ‘fragment, or ‘compute’.</p>
|
||
</dd>
|
||
<dt><kbd><span class="option">--varyingdef <var><file path></var></span></kbd></dt>
|
||
<dd><p>A varying.def.sc’s file path.</p>
|
||
</dd>
|
||
<dt><kbd><span class="option">--verbose</span></kbd></dt>
|
||
<dd><p>Be verbose.</p>
|
||
</dd>
|
||
</dl>
|
||
</div></blockquote>
|
||
<p>(DX9 and DX11 only):</p>
|
||
<blockquote>
|
||
<div><dl class="option-list">
|
||
<dt><kbd><span class="option">--debug</span></kbd></dt>
|
||
<dd><p>Debug information.</p>
|
||
</dd>
|
||
<dt><kbd><span class="option">--disasm</span></kbd></dt>
|
||
<dd><p>Disassemble a compiled shader.</p>
|
||
</dd>
|
||
<dt><kbd><span class="option">-O <var><level></var></span></kbd></dt>
|
||
<dd><p>Set optimization level.</p>
|
||
<p>Can be 0–3.</p>
|
||
</dd>
|
||
<dt><kbd><span class="option">--Werror</span></kbd></dt>
|
||
<dd><p>Treat warnings as errors.</p>
|
||
</dd>
|
||
</dl>
|
||
</div></blockquote>
|
||
<div class="section" id="building-shaders">
|
||
<h3>Building shaders<a class="headerlink" href="#building-shaders" title="Permalink to this headline">¶</a></h3>
|
||
<p>Shaders can be compiled for all renderers by using the <code class="docutils literal notranslate"><span class="pre">shaderc</span></code> tool.
|
||
A Makefile to simplify building shaders is provided in the <a class="reference external" href="https://github.com/bkaradzic/bgfx/tree/master/examples">bgfx examples</a>.
|
||
D3D shaders can be only compiled on Windows.</p>
|
||
</div>
|
||
</div>
|
||
<div class="section" id="texture-compiler-texturec">
|
||
<h2>Texture Compiler (texturec)<a class="headerlink" href="#texture-compiler-texturec" title="Permalink to this headline">¶</a></h2>
|
||
<p>Convert PNG, TGA, DDS, KTX, and PVR textures into bgfx-supported texture formats.</p>
|
||
<p>Usage:</p>
|
||
<div class="highlight-default notranslate"><div class="highlight"><pre><span></span><span class="n">texturec</span> <span class="o">-</span><span class="n">f</span> <span class="o"><</span><span class="ow">in</span><span class="o">></span> <span class="o">-</span><span class="n">o</span> <span class="o"><</span><span class="n">out</span><span class="o">></span> <span class="p">[</span><span class="o">-</span><span class="n">t</span> <span class="o"><</span><span class="n">texture</span> <span class="nb">format</span><span class="o">></span><span class="p">]</span>
|
||
</pre></div>
|
||
</div>
|
||
<p>Supported file formats:</p>
|
||
<blockquote>
|
||
<div><table class="docutils align-default">
|
||
<colgroup>
|
||
<col style="width: 12%" />
|
||
<col style="width: 32%" />
|
||
<col style="width: 56%" />
|
||
</colgroup>
|
||
<thead>
|
||
<tr class="row-odd"><th class="head"><p>Format</p></th>
|
||
<th class="head"><p>In/Out</p></th>
|
||
<th class="head"><p>Description</p></th>
|
||
</tr>
|
||
</thead>
|
||
<tbody>
|
||
<tr class="row-even"><td><p>.bmp</p></td>
|
||
<td><p>(input)</p></td>
|
||
<td><p>Windows Bitmap.</p></td>
|
||
</tr>
|
||
<tr class="row-odd"><td><p>.dds</p></td>
|
||
<td><p>(input, output)</p></td>
|
||
<td><p>Direct Draw Surface.</p></td>
|
||
</tr>
|
||
<tr class="row-even"><td><p>.exr</p></td>
|
||
<td><p>(input, output)</p></td>
|
||
<td><p>OpenEXR.</p></td>
|
||
</tr>
|
||
<tr class="row-odd"><td><p>.gif</p></td>
|
||
<td><p>(input)</p></td>
|
||
<td><p>Graphics Interchange Format.</p></td>
|
||
</tr>
|
||
<tr class="row-even"><td><p>.jpg</p></td>
|
||
<td><p>(input)</p></td>
|
||
<td><p>JPEG Interchange Format.</p></td>
|
||
</tr>
|
||
<tr class="row-odd"><td><p>.hdr</p></td>
|
||
<td><p>(input, output)</p></td>
|
||
<td><p>Radiance RGBE.</p></td>
|
||
</tr>
|
||
<tr class="row-even"><td><p>.ktx</p></td>
|
||
<td><p>(input, output)</p></td>
|
||
<td><p>Khronos Texture.</p></td>
|
||
</tr>
|
||
<tr class="row-odd"><td><p>.png</p></td>
|
||
<td><p>(input, output)</p></td>
|
||
<td><p>Portable Network Graphics.</p></td>
|
||
</tr>
|
||
<tr class="row-even"><td><p>.psd</p></td>
|
||
<td><p>(input)</p></td>
|
||
<td><p>Photoshop Document.</p></td>
|
||
</tr>
|
||
<tr class="row-odd"><td><p>.pvr</p></td>
|
||
<td><p>(input)</p></td>
|
||
<td><p>PowerVR.</p></td>
|
||
</tr>
|
||
<tr class="row-even"><td><p>.tga</p></td>
|
||
<td><p>(input)</p></td>
|
||
<td><p>Truevision TGA.</p></td>
|
||
</tr>
|
||
</tbody>
|
||
</table>
|
||
</div></blockquote>
|
||
<p>Options:</p>
|
||
<blockquote>
|
||
<div><dl class="option-list">
|
||
<dt><kbd><span class="option">-h</span>, <span class="option">--help</span></kbd></dt>
|
||
<dd><p>Display this help and exit.</p>
|
||
</dd>
|
||
<dt><kbd><span class="option">-v</span>, <span class="option">--version</span></kbd></dt>
|
||
<dd><p>Output version information and exit.</p>
|
||
</dd>
|
||
<dt><kbd><span class="option">-f <var><file path></var></span></kbd></dt>
|
||
<dd><p>Input’s file path.</p>
|
||
</dd>
|
||
<dt><kbd><span class="option">-o <var><file path></var></span></kbd></dt>
|
||
<dd><p>Output’s file path.</p>
|
||
</dd>
|
||
<dt><kbd><span class="option">-t <var><format></var></span></kbd></dt>
|
||
<dd><p>Output format type. (BC1/2/3/4/5, ETC1, PVR14, etc.)</p>
|
||
</dd>
|
||
<dt><kbd><span class="option">-q <var><quality></var></span></kbd></dt>
|
||
<dd><p>Encoding quality.</p>
|
||
<p>Can be ‘default’, ‘fastest’, or ‘highest’.</p>
|
||
</dd>
|
||
<dt><kbd><span class="option">-m</span>, <span class="option">--mips</span></kbd></dt>
|
||
<dd><p>Generate mip-maps.</p>
|
||
</dd>
|
||
<dt><kbd><span class="option">--mipskip <var><N></var></span></kbd></dt>
|
||
<dd><p>Skip <N> number of mips.</p>
|
||
</dd>
|
||
<dt><kbd><span class="option">-n</span>, <span class="option">--normalmap</span></kbd></dt>
|
||
<dd><p>Input texture is normal map. (Implies –linear)</p>
|
||
</dd>
|
||
<dt><kbd><span class="option">--equirect</span></kbd></dt>
|
||
<dd><p>Input texture is equirectangular projection of cubemap.</p>
|
||
</dd>
|
||
<dt><kbd><span class="option">--strip</span></kbd></dt>
|
||
<dd><p>Input texture is horizontal strip of cubemap.</p>
|
||
</dd>
|
||
<dt><kbd><span class="option">--sdf</span></kbd></dt>
|
||
<dd><p>Compute SDF texture.</p>
|
||
</dd>
|
||
<dt><kbd><span class="option">--ref <var><alpha></var></span></kbd></dt>
|
||
<dd><p>Alpha reference value.</p>
|
||
</dd>
|
||
<dt><kbd><span class="option">--iqa</span></kbd></dt>
|
||
<dd><p>Image Quality Assessment</p>
|
||
</dd>
|
||
<dt><kbd><span class="option">--pma</span></kbd></dt>
|
||
<dd><p>Premultiply alpha into RGB channel.</p>
|
||
</dd>
|
||
<dt><kbd><span class="option">--linear</span></kbd></dt>
|
||
<dd><p>Input and output texture is linear color space. (Gamma correction won’t be applied)</p>
|
||
</dd>
|
||
<dt><kbd><span class="option">--max <var><max size></var></span></kbd></dt>
|
||
<dd><p>Maximum width/height. (Image will be scaled down and aspect ratio will be preserved)</p>
|
||
</dd>
|
||
<dt><kbd><span class="option">--radiance <var><model></var></span></kbd></dt>
|
||
<dd><p>Radiance cubemap filter.</p>
|
||
<p>Model can be ‘Phong’, ‘PhongBrdf’, ‘Blinn’, ‘BlinnBrdf’, or ‘GGX’.</p>
|
||
</dd>
|
||
<dt><kbd><span class="option">--as <var><extension></var></span></kbd></dt>
|
||
<dd><p>Save as.</p>
|
||
</dd>
|
||
<dt><kbd><span class="option">--formats</span></kbd></dt>
|
||
<dd><p>List all supported formats.</p>
|
||
</dd>
|
||
<dt><kbd><span class="option">--validate</span></kbd></dt>
|
||
<dd><p><strong>DEBUG</strong> Validate that output image produced matches after loading.</p>
|
||
</dd>
|
||
</dl>
|
||
</div></blockquote>
|
||
</div>
|
||
<div class="section" id="texture-viewer-texturev">
|
||
<h2>Texture Viewer (texturev)<a class="headerlink" href="#texture-viewer-texturev" title="Permalink to this headline">¶</a></h2>
|
||
<p>A texture viewer.</p>
|
||
</div>
|
||
</div>
|
||
|
||
|
||
</div>
|
||
|
||
</div>
|
||
<footer>
|
||
|
||
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|
||
|
||
<a href="internals.html" class="btn btn-neutral float-right" title="Internals" accesskey="n" rel="next">Next <span class="fa fa-arrow-circle-right"></span></a>
|
||
|
||
|
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<a href="bgfx.html" class="btn btn-neutral float-left" title="API Reference" accesskey="p" rel="prev"><span class="fa fa-arrow-circle-left"></span> Previous</a>
|
||
|
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|
||
|
||
|
||
<hr/>
|
||
|
||
<div role="contentinfo">
|
||
<p>
|
||
|
||
© Copyright 2010-2022, Branimir Karadžić
|
||
|
||
</p>
|
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|
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|
||
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|
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|
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