C# Class NvidiaTextureTools.OptimalCompress

Show file Open project: rbray89/ActiveTextureManagement

Public Methods

Method Description
compressDXT1 ( Color32 c, BlockDXT1 dxtBlock ) : void

Private Methods

Method Description
Lerp13 ( int a, int b ) : int
Mul8Bit ( int a, int b ) : int
PrepareOptTable ( byte table, byte expand, int size, bool alpha_mode ) : void
alphaDistance ( int a0, int a1 ) : uint
compressDXT1G ( ColorBlock rgba, BlockDXT1 block ) : void
compressDXT1G ( byte g, BlockDXT1 dxtBlock ) : void
compressDXT1_Luma ( ColorBlock rgba, BlockDXT1 block ) : void
compressDXT1a ( Color32 c, uint alphaMask, BlockDXT1 dxtBlock ) : void
compressDXT5A ( AlphaBlock4x4 src, AlphaBlockDXT5 dst ) : void
compressDXT5A ( ColorBlock src, AlphaBlockDXT5 dst ) : void
compressDXT5A_RGBM ( ColorSet src, ColorBlock RGB, AlphaBlockDXT5 dst ) : void
computeAlphaError ( AlphaBlock4x4 src, AlphaBlockDXT5 dst, float bestError = float.MaxValue ) : float
computeAlphaError_RGBM ( ColorSet src, ColorBlock RGB, AlphaBlockDXT5 dst, float bestError = float.MaxValue ) : float
computeAlphaIndices ( AlphaBlock4x4 src, AlphaBlockDXT5 dst ) : void
computeAlphaIndices_RGBM ( ColorSet src, ColorBlock RGB, AlphaBlockDXT5 dst ) : void
computeGreenError ( ColorBlock rgba, BlockDXT1 block, uint bestError = uint.MaxValue ) : uint
computeGreenIndices ( ColorBlock rgba, Color32 palette ) : uint
greenDistance ( int g0, int g1 ) : uint
initSingleColorLookup ( ) : void
nearestAlpha8 ( uint alpha, uint maxAlpha, uint minAlpha ) : uint
quantize4 ( byte a ) : uint

Method Details

compressDXT1() public static method

public static compressDXT1 ( Color32 c, BlockDXT1 dxtBlock ) : void
c UnityEngine.Color32
dxtBlock BlockDXT1
return void