DirectX textures needed

Hey guys,



could someone provide me with a DirectX texture ?

I need it to improve the blender loader but couldn’t find any in the net :confused:



I need textures that after loaded will be described by format:

DXT1

DXT1A

DXT3

DXT5



The best would be to get one texture of each format :wink:

3 Likes

Erm… jme cn load .dds files?

@Kaelthas



I’ve converted a metal texture to DXT1, DXT3, and DXT5 formats for you and uploaded it to tempshare at the following link: http://temp-share.com/show/KdPf35q8h



Just FYI, the free photo editing program Paint.NET will save images in these formats for you if you need further testing with different settings.



-Feen

2 Likes

this one is DXT 5 (3D texture)

http://code.google.com/p/jmonkeyengine/source/browse/trunk/engine/test-data/Textures/3D/flame.dds



Those 3 are DXT1 (skyboxes and a normalMap)

http://code.google.com/p/jmonkeyengine/source/browse/trunk/engine/test-data/Textures/Sky/Bright/BrightSky.dds

http://code.google.com/p/jmonkeyengine/source/browse/trunk/engine/test-data/Textures/Sky/Bright/FullskiesBlueClear03.dds

http://code.google.com/p/jmonkeyengine/source/browse/trunk/engine/src/core-data/Common/MatDefs/Water/Textures/water_normalmap.dds



I’m gonna try to provide DXT1A and DXT3 textures



I’ve got a nice free soft called WTV that allow you to visualize DDS files directly and know the compression format, it could help.



Also there are plugins for Photoshop and Gimp to create your own dds with any DXT compression algorithm.

1 Like

Cool! Thanks for your efforts! Let us(JME Users) know when you will implement DXT support.

You saw theres some pretty exhaustive explanations on wikipedia?

1 Like

Cool,



thanks for the files and the wiki article :slight_smile:

That would really ease my job.

Hope to support this type of texture soon :slight_smile:

http://developer.amd.com/tools/compressonator/Pages/default.aspx

OK the following textures are supported now:

DXT1

DXT3

DXT5.



I still cannot support DXT1A. This format is strange it doesn’t suit to any of the formats I read about in the net.

Could anyone tell me what is that ? :slight_smile:



And I came accross some issues with texture and material blending methods. The colors do not fit to the rendered ones in blender.

I’ll work on that and let you know when the issue is solved.

3 Likes

GOD BLESS @Kaelthas! Now I move to dds!

Just have in mind that you can load the texture as dds (except for DXT1A type at the moment) but the loader decompress the texture and uses its RGBA type.



There are some operations that need to be done on RGB and A factors and I do not yet do it on a compressed texture.

So I just warn you that the amount of memory used on your texture will be larger.



Maybe I’ll find a way to improve that in the future and get rid of the decompression.

Ok, I get you thanks!

@Kaelthas said:
Just have in mind that you can load the texture as dds (except for DXT1A type at the moment) but the loader decompress the texture and uses its RGBA type.

There are some operations that need to be done on RGB and A factors and I do not yet do it on a compressed texture.
So I just warn you that the amount of memory used on your texture will be larger.

Maybe I'll find a way to improve that in the future and get rid of the decompression.

uh...that kinda wipe off the advantage of using DTX compression...what kind of operation do you have to do?

Mostly pixel blending.

I have to combine each pixel properly with the material color and the other color used for blending.



I know this to be a disadvantage.

But I’ll try to directly work on the DTX compressed files.



I’ve created a class TextureDecompressor.

If I will successfully manage to alter the compressed texture this class won’t be needed anymore.

But maybe this could be used as a tool in jme. It converts DXT into RGBA8.

OK,



I already have an idea about using the textures. I hope it will work.

As soon as possible I’ll let you know if I managed to alter the texture without unpacking it :wink:



Btw, can someone tell me what is the difference between DXT1 and DXT1A ?

DXT1A seems to have a lot more bytes than I expected and I cannot find any specification that fits this type.

@Kaelthas said:
Btw, can someone tell me what is the difference between DXT1 and DXT1A ?
DXT1A seems to have a lot more bytes than I expected and I cannot find any specification that fits this type.

My quick search on 'DXT1 and DXT1A' indicates that DXT1A is DXT1 with 1 bit alpha channel data:
http://wiki.polycount.com/DXT
http://www.3dfergy.com/3.html
Microsoft has a more complete tear down of the data here:
http://msdn.microsoft.com/en-us/library/bb204842%28v=VS.85%29.aspx

All right everyone,



the changes are already commited.

Now the directx textures are supported without unpacking :slight_smile:

It wasn’t that hard in the end and the code is more readable after some small refactoring.



The only problem I came about is with ‘Hue’ and ‘Color’ blending types for image-type textures. These two do not work well.

They work for generated textures though.

But anyway I guess they are not the most commonly used.

4 Likes
@Kaelthas said:
Now the directx textures are supported without unpacking :)

Brilliant !
Nice work ;)