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ktx encode and create lost --normalize option #812

@wasimabbas-arm

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@wasimabbas-arm

Not sure why --normalize was removed from encode and create but its still referred to in the docs within --normal-mode

     --normal-mode      Optimizes for encoding textures with normal data. If the input texture has
                         three or four linear components it is assumed to be a three component
                         linear normal map storing unit length normals as (R=X, G=Y, B=Z). A fourth
                         component will be ignored. The map will be converted to a two component
                         X+Y normal map stored as (RGB=X, A=Y) prior to encoding. If unsure that
                         your normals are unit length, use --normalize. If the input has 2 linear
                         components it is assumed to be an X+Y map of unit normals.
                         The Z component can be recovered programmatically in shader code by using
                         the equations:
                             nml.xy = texture(...).ga;              // Load in [0,1]
                             nml.xy = nml.xy * 2.0 - 1.0;           // Unpack to [-1,1]
                             nml.z = sqrt(1 - dot(nml.xy, nml.xy)); // Compute Z
                         ETC1S / BasisLZ encoding, RDO is disabled (no selector RDO, no endpoint
                         RDO) to provide better quality.

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