PVRTexLib DXT Compression on OSX

This topic contains 3 replies, has 3 voices, and was last updated by  Tobias Hector 4 years, 6 months ago.

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  • #30925

    zoid
    Member

    Hi Tobias,

    Earlier versions of PVRTexLib didn’t support compressing to DXT on OSX. Is that still the case with the new library? I am getting failures which I’m assuming is this same issue. The defines for transcoding to DXT targets are no ifdef’ed out in the new version so I had hope that this was the case.
    Is it Windows only because PVRTexLib is using the DirectX SDK to do the encoding?
    Thanks!
    — Joe
    #36014

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    Hi Joe,

    This is still the case I’m afraid – for legal reasons we had to disallow this
    as DXT compression/decompression should only be available on licensed
    platforms.

    The reason these tokens are not if def’d out is simply because they’re in a
    public header, and it’s perfectly acceptable to handle the texture data on
    MacOS, as long as no encoding/decoding is done. Information about the format
    needs to be known to work out how big the texture data is for example.

    Thanks,

    Tobias

    #36015

    michaK
    Member

    Just to be sure that I understand it right. DXT compression wil never be available on MacOSX ?
    I was just about to post about the issue but I’m glad I did a quick lookup first.
    What about libsquish ? It runs on MacOSX…

    #36016

    Hi Micha,

    The issues are more complex than it seems on the face of it – and I can’t really go into the details about these reasons, I’m not a lawyer and can’t comment on legal issues on a public forum – sorry 🙁

    However, I can say that for now, no we won’t support DXTC on MacOS or Linux. It’s something I’m attempting to see if we can support in future, but I can’t enable it unless we get a legal green light on the issue.

    Regards,
    Tobias

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