pvrtc

PVR texturetool build phase

自古美人都是妖i 提交于 2019-12-19 02:49:22
问题 I'm currently completing an iphone 3d programming book The book says to add following python code into a build phase in xcode, to run the provided texturetool. Book Quote a. Leave the shell as /bin/sh. b. Enter this directly into the script box: BIN=${PLATFORM_DIR}/../iPhoneOS.platform/Developer/usr/bin INFILE=${SRCROOT}/Textures/Grid16.png OUTFILE=${SRCROOT}/Textures/Grid16.pvr ${BIN}/texturetool -m -f PVR -e PVRTC $INFILE -o $OUTFILE c. Add this to Input Files: $(SRCROOT)/Textures/Grid16

Is there any tool to split a PVR texture into a set of tiles?

时光怂恿深爱的人放手 提交于 2019-12-12 10:48:18
问题 I 've one big png texture 4096x4096 that I need to load parts of in the memory. I already split the big png texture into 16 1024x1024 tiles then converted them to PVR compressed files. The problem is that when I draw these tiles, the edges between tiles are not the same as the png does. So, I think if there is a tool to generate one 4096x4096 PVR texture then splitting it into 16 1024x1024 PVR tiles?? 回答1: By PVR (which is a more general texture file format that supports several texture types

View iPhone's PVRTC images on OS X

拟墨画扇 提交于 2019-12-04 18:05:29
问题 I need to view some of PVRTC-compressed textures from iPhone application (*.pvr) on OS X. Is there a viewer or format converter? 回答1: The easiest solution I've found is to run Imagination's PVRTexTool for Windows using Darwine (now WineBottler). Edit: As gmaclachlan points out, the PVRTexTool zip file now includes OS X versions of both the command line tool and the GUI (which runs under X11); so you no longer have to mess with WineBottler. You'll need to register as an Imagination developer

Pvr flipped in cocos2d version 3.2 : dilemma when porting from 2.1

眉间皱痕 提交于 2019-12-04 06:58:09
问题 I am currently porting a game from version 2.1 to 3.2 of cocos2d. We have over 3600 pvr.gz files that are NOT flipped, eg were produced and working under 2.1. We tested out with TexturePacker the option to flipY for pvr images, and sure enough code and animations work fine. Now, we can go and do this manually for all our files, but ... is there a way i could convince verions 3.2 to use the 'old' pvr rules. This is a port, all our assets have been produced already. Alternately, any command

View iPhone's PVRTC images on OS X

不羁的心 提交于 2019-12-03 12:30:35
I need to view some of PVRTC-compressed textures from iPhone application (*.pvr) on OS X. Is there a viewer or format converter? The easiest solution I've found is to run Imagination's PVRTexTool for Windows using Darwine (now WineBottler) . Edit: As gmaclachlan points out, the PVRTexTool zip file now includes OS X versions of both the command line tool and the GUI (which runs under X11); so you no longer have to mess with WineBottler. You'll need to register as an Imagination developer before you can download PVRTexTool (it's free). Once you set it up, it's pretty painless and it gives you a

PVR texturetool build phase

半城伤御伤魂 提交于 2019-11-30 20:28:38
I'm currently completing an iphone 3d programming book The book says to add following python code into a build phase in xcode, to run the provided texturetool. Book Quote a. Leave the shell as /bin/sh. b. Enter this directly into the script box: BIN=${PLATFORM_DIR}/../iPhoneOS.platform/Developer/usr/bin INFILE=${SRCROOT}/Textures/Grid16.png OUTFILE=${SRCROOT}/Textures/Grid16.pvr ${BIN}/texturetool -m -f PVR -e PVRTC $INFILE -o $OUTFILE c. Add this to Input Files: $(SRCROOT)/Textures/Grid16.png Add this to Output Files: $(SRCROOT)/Textures/Grid16.pvr However when doing this I receive the