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PostPosted: Sat, 22-09-07, 8:42 GMT 
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DW,

could you send me a version with your 2-pass rescaling. The nvidia-texture tools include a tool, nvimgdiff, that allows to evaluate the chi^2 of the difference of two PNG images. So one can check quantitatively about the actual difference among the two algorithms as well as any further profiling improvements we may come up with!.

This tool is meant to examine quantitatively the losses among DXT packed and not packed images.

Cheers,
F.

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PostPosted: Sat, 22-09-07, 9:35 GMT 
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Hi, I've tried the texturetools and unfortunatly I get un error message in tx2rgba.exe.
Any suggestion to this error, do I need any other software installed?

Error.gif

Cheers, Anders


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PostPosted: Sat, 22-09-07, 9:41 GMT 
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Fridger, I sent you a mail earlier with my modified source files as an attachment. Meanwhile I'll try out nvimgdiff on my Windows system.


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PostPosted: Sat, 22-09-07, 10:13 GMT 
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Running nvimgdiff on 2 png images (generated with and without optimization) I got zero (?!) error:
Test 1 (86400x43200 rgb -> 16384x8192 png)

Image size compared: 16384x8192
Total pixels: 134217728
Color:
Mean absolute error: 0.000000
Max absolute error: 0.000000
Root mean squared error: 0.000000
Peak signal to noise ratio in dB: 999.000000

Just to check, I manually edited one the pngs using GIMP and tried again. This time the error was non-zero so nvimgdiff is working as it should.
Anyway, I would have thought there might have been some roundoff errors due to the two pass approach... but hey, I'm not complaining. :wink:


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PostPosted: Sat, 22-09-07, 11:05 GMT 
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Tech2000 wrote:
Hi, I've tried the texturetools and unfortunatly I get un error message in tx2rgba.exe.
Any suggestion to this error, do I need any other software installed?

Error.gif

Cheers, Anders


Anders,

good you are getting into this, thanks! I do urgently need reports from Windows users, precisely because of such missing *.dll issues. If you Google e.g. with "missing msvcr71d.dll" you will find this is a VERY frequent issue. The 'd' at the end always means 'debug'. These dynamic libs are part of the Microsoft C Runtime library. For people (like me) who have installed the VS 2003.net compiler for example, these are automatically installed. I don't know exactly what everyone has...

In principle you can download the required runtime lib from the MSN server but please, try first the missing one from here

1) msvcr71d.zip

unzip it into C:\WINDOWS\system32

try whether it is enough => let me know

if not

2) msvcr71.zip

unzip it into C:\WINDOWS\system32
if it doesn't work,

I downloaded 1) and 2) from http://www.dll-files.com/

If further ones are needed, you may try to get them from that server, too. Please let me know which ones were precisely missing for you.

If it's more than 1), 2) , we have to locate the full MS C Runtime lib.

Good luck,
Fridger

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PostPosted: Sat, 22-09-07, 12:40 GMT 
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Hi Fridger!

Unfortunatly that didn't solv to the problem. Still no joy...I have already tried that some days ago,
and I redid the whole process again with the 2 files you provided links too.

Any other suggestions.. 8)

Bye, Anders


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PostPosted: Sat, 22-09-07, 13:17 GMT 
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Tech2000 wrote:
Hi Fridger!

Unfortunatly that didn't solv to the problem. Still no joy...I have already tried that some days ago,
and I redid the whole process again with the 2 files you provided links too.

Any other suggestions.. 8)

Bye, Anders


Anders,

too bad, I looked up the MSN recommendations:

in general place those *.dll's into the Win32_PC.bin directory of your installed F-TexTools.


But I found another possible reason for your problem. From previous debugging of 'tx2rgba', the link switch was accidentally left on the debug version of the msvcr71 runtime library. So this might well have been your problem. Try to replace your version by this one,

tx2rgba.exe

Good luck,
Bye Fridger

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PostPosted: Sat, 22-09-07, 16:01 GMT 
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Thank you Fridger, that seems to have done it..

I'm in the middle of making the tiles now.. It passed the stage of the error now atleast.. :D

Cheers, Anders


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PostPosted: Sat, 22-09-07, 16:47 GMT 
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Tech2000 wrote:
Thank you Fridger, that seems to have done it..

I'm in the middle of making the tiles now.. It passed the stage of the error now atleast.. :D

Cheers, Anders


Great Anders,

I need to know urgently, whether that error went away

a) after you placed the msvcr71 libs into the Win32_PC directoy of the tools without exchanging tx2rgba
b) OR whether you just used the new tx2rgba and did not add the msvcr71 libs to NEITHER C:\WINDOWS\system 32 nor to the Win32_PC directoy of the tools
c) OR whether you did BOTH a) AND b) ?

-------------------------------------------------
I need to know whether the problem went away JUST by exchanging tx2rgba and without using the ADDITIONAL msvcr71 libs anywhere on your system??
--------------------------------------------------

Thanks,
Fridger

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PostPosted: Sat, 22-09-07, 16:59 GMT 
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dirkpitt wrote:
Running nvimgdiff on 2 png images (generated with and without optimization) I got zero (?!) error:
Test 1 (86400x43200 rgb -> 16384x8192 png)

Image size compared: 16384x8192
Total pixels: 134217728
Color:
Mean absolute error: 0.000000
Max absolute error: 0.000000
Root mean squared error: 0.000000
Peak signal to noise ratio in dB: 999.000000

Just to check, I manually edited one the pngs using GIMP and tried again. This time the error was non-zero so nvimgdiff is working as it should.
Anyway, I would have thought there might have been some roundoff errors due to the two pass approach... but hey, I'm not complaining. :wink:



DW,

I composed your mods into the full archive and compiled it

a) under Windows: but note also please change the Debug switch of the DLL's to NO-debug in the Windows project for tx2rgba. I left it accidentally on debug mode, which leads to problems at runtime (msvcr71d.dll missing!) for users WITHOUT Vs 2003.net installed! Also its slower ;-)

The benchmark is IMPRESSIVE:
----------------------------------------
Core 2 Duo 2.0 GHz/2 GB RAM: 11 min 08" => 5 min 52.4 " for Example 1.
The result looks fine.

However, when compiling under Linux (gcc 4.1.0),

I first of all get this warning

tx2pow2.cpp:84: warning: dereferencing type-punned pointer will break strict-aliasing rules
tx2half.cpp:41: warning: dereferencing type-punned pointer will break strict-aliasing rules

and several obvious warnings

tx2half.cpp:47:8: warning: extra tokens at end of #endif directive

With example 1, the tools work, but the resulting image file is pitch BLACK. I'll now look into this.

Cheers,
Fridger

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PostPosted: Sat, 22-09-07, 17:25 GMT 
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t00fri wrote:
However, when compiling under Linux (gcc 4.1.0),

I first of all get this warning

tx2pow2.cpp:84: warning: dereferencing type-punned pointer will break strict-aliasing rules
tx2half.cpp:41: warning: dereferencing type-punned pointer will break strict-aliasing rules


The first strict-aliasing warning is being caused by an incorrectly parsed #error directive (!)
At tx2pow2.cpp:84, we have:
Code:
#error Assembly nint() not implemented for gcc builds

This should probably read:
Code:
#error "Assembly nint() not implemented for gcc builds"


Note that using USE_ASM_CODE when compiling with gcc will automatically cause compilation to fail
with the above #error. USE_ASM_CODE causes Windows-only assembly nint() code to be used, and is not
compatible with gcc.

The second strict-aliasing warning (tx2half.cpp:41) is spurious - you can add -fno-strict-aliasing to your
compile options to get rid of the warning.

FWIW, I fixed the tx2rgba library setting in my VS2005 project. But since tx2rgba is not used in the
Test 1 benchmark, it does not change my recent benchmark figures.


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PostPosted: Sat, 22-09-07, 18:23 GMT 
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t00fri wrote:
Tech2000 wrote:
Thank you Fridger, that seems to have done it..

I'm in the middle of making the tiles now.. It passed the stage of the error now atleast.. :D

Cheers, Anders


Great Anders,

I need to know urgently, whether that error went away

a) after you placed the msvcr71 libs into the Win32_PC directoy of the tools without exchanging tx2rgba
b) OR whether you just used the new tx2rgba and did not add the msvcr71 libs to NEITHER C:\WINDOWS\system 32 nor to the Win32_PC directoy of the tools
c) OR whether you did BOTH a) AND b) ?

-------------------------------------------------
I need to know whether the problem went away JUST by exchanging tx2rgba and without using the ADDITIONAL msvcr71 libs anywhere on your system??
--------------------------------------------------

Thanks,
Fridger


I can run the new tx2rgba.exe without the msvcr71 libs installed in system32 or in the same directory as the tx2rgba.exe.

So the new file did the trick... I have to try it out a bit more... I'll tell you how it went..

Bye, Anders


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PostPosted: Sun, 23-09-07, 11:54 GMT 
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Is this how the texture should look after this steps: A level 5 tile: tx_34_5.png

gzip -d world.watermask.86400x43200.bin.gz
gzip -dc < srtm_ramp2.world.86400x43200.bin.gz | specmap 86400 world.watermask.86400x43200.bin 0.12 1 > specmap.bin
gzip -dc < world.200406.3x86400x43200.bin.gz | tx2rgba 86400 specmap.bin | tx2pow2 4 86400 > level5/world.200406.3x65536x32768.RGBA.bin
tx2half 4 65536 < level5/world.200406.3x65536x32768.RGBA.bin > level4/world.200406.3x32768x16384.RGBA.bin
cd level5
txtiles 4 65536 5 2.7 < world.200406.3x65536x32768.RGBA.bin

Cheers, Anders


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PostPosted: Sun, 23-09-07, 12:27 GMT 
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Tech2000 wrote:
Is this how the texture should look after this steps: A level 5 tile: tx_34_5.png

gzip -d world.watermask.86400x43200.bin.gz
gzip -dc < srtm_ramp2.world.86400x43200.bin.gz | specmap 86400 world.watermask.86400x43200.bin 0.12 1 > specmap.bin
gzip -dc < world.200406.3x86400x43200.bin.gz | tx2rgba 86400 specmap.bin | tx2pow2 4 86400 > level5/world.200406.3x65536x32768.RGBA.bin
tx2half 4 65536 < level5/world.200406.3x65536x32768.RGBA.bin > level4/world.200406.3x32768x16384.RGBA.bin
cd level5
txtiles 4 65536 5 2.7 < world.200406.3x65536x32768.RGBA.bin

Cheers, Anders


Anders,

yes, that's the correct look of that tile, if you have the alpha-mask activated.
If you just look at the RGB part you should see a nice green ladscape underneath the alpha channel.

One convenient way is to load the tiles with 'xnview'. By toogling the M-key you either see the RGB part or the alpha channel.

Cheers,
Fridger

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PostPosted: Sun, 23-09-07, 13:49 GMT 
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Fridger, I run your 3 examples with the dwarf test files without problems, but now I need to understand the logic behind those commands (remember I'm not used to commands lines), so just a couple of questions (correct me if I'm wrong). First in fact there is 2 examples here, 2) and 3) are used to obtain the VT set, no? ( 1)-> a simple png, 2) and 3)-> a set of tiles)

So what I wonder is what happen to the srtm_ramp2.world.5400x2700.bin.gz in step 2? (it is just stored in the output waiting for step 3?

Now in step 3:

Code:
3) gzip -dc < world.200406.3x5400x2700.bin.gz | tx2rgba 5400 specmap.bin | tx2pow2 4 5400 | txtiles 4 4096 1


So in a few words, take world.200406.3x5400x2700.bin.gz + the result of tx2rgba over (srtm_ramp2.world.5400x2700.bin.gz + (specmap over world.watermask.5400x2700.bin)), mix them throw a tx2pow2 then a txtiles to obtain the vt tiles...

J'ai bien compris? :oops:


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