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3 years ago | |
|---|---|---|
| .. | ||
| README.md | 7 years ago | |
| alpha-mask1.0.tga | 7 years ago | |
| alpha-texture.tga | 7 years ago | |
| ambient-texture.tga | 7 years ago | |
| checkerboard.svg | 3 years ago | |
| diffuse-alpha-texture.tga | 7 years ago | |
| diffuse-texture.tga | 7 years ago | |
| normal-texture.tga | 7 years ago | |
| skinning-default.tga | 3 years ago | |
| skinning-instanced.tga | 3 years ago | |
| skinning-multi.tga | 3 years ago | |
| skinning.tga | 3 years ago | |
| specular-texture.tga | 7 years ago | |
| vector-distancefield.tga | 3 years ago | |
| vector.tga | 7 years ago | |
README.md
Common shader test files
The *-texture.tga files are exported quadrants from checkerboard.svg with
various layers enabled, saved either as three-channel or four-channel PNG of
128x128 pixels and then converted to TGA via magnum-imageconverter (so the
shader tests don't need any external plugins) --- if everything is correct, the
RGB files will be 48 kB and the RGBA ones 64 kB.
The vector.tga file is exported from magnum/doc/generated/vector.svg as
128x128, converted to a single-channel format via ImageMagick:
convert vector.png -flatten -colorspace Gray vector-r.png
and then to a single-channel (16 kB) TGA via magnum-imageconverter. Then,
this file is converted to a SDF via
magnum-distancefieldconverter --output-size "64 64" --radius 16 vector.tga vector-distancefield.tga