Command Line Options¶
Usage CompressonatorCLI.exe [options] SourceFile DestFile
| Mip Map Options: | |
|---|---|
| -GenGPUMipMap | When encoding with GPU this flag will enable mip map level generation using GPU HW |
| -mipsize <size> | The size in pixels used to determine how many mip levels to generate |
| -miplevels <Level> | Sets Mips Level for output, (mipSize overides this option): default is 1 |
| -nomipmap | Turns off Mipmap generation |
| -UseSRGBFrames | When encoding with GPU, GL_FRAMEBUFFER_SRGB will be enabled else use GL_FRAMEBUFFER |
| Compression Options | |
|---|---|
| -fd <format> | Specifies the destination texture format to use |
| -DecodeWith | GPU based decompression using OpenGL,DirectX or Vulkan Default is OpenGL, UseGPUDecompress is implied when this option is set |
| -decomp <filename> | If the destination file is compressed optionally decompress it to the specified file. Note the destination must be compatible with the sources format,decompress formats are typically set to ARGB_8888 or ARGB_32F |
| -doswizzle | Swizzle the source images Red and Blue channels |
| -EncodeWith | Compression with CPU, HPC, OCL, DXC, GPU. Default is CPU. GPU will use GL Compress Extensions OCL & DXC is only available on Windows Version |
| -UseGPUDecompress | By default decompression is done using CPU, when set OpenGL will be used by default, this can be changed to DirectX or Vulkan using DecodeWith setting |
| Channel Formats | |
|---|---|
| ARGB_8888 | ARGB format with 8-bit fixed channels |
| ARGB_16F | ARGB format with 16-bit floating-point channels |
| ARGB_32F | ARGB format with 32-bit floating-point channels |
| Compression Formats | |
|---|---|
| ASTC | Adaptive Scalable Texture Compression |
| ATC_RGB | Compressed RGB format |
| ATC_RGBA_Explicit | ARGB format with explicit alpha |
| ATC_RGBA_Interpolated | ARGB format with interpolated alpha |
| ATI1N | Single component compression format using the same technique as DXT5 alpha. Four bits per pixel |
| ATI2N | Two component compression format using the same technique as DXT5 alpha. Designed for compression object space normal maps. Eight bits per pixel |
| ATI2N_XY | Two component compression format using the same technique as DXT5 alpha. The same as ATI2N but with the channels swizzled.Eight bits per pixel |
| ATI2N_DXT5 | An ATI2N like format using DXT5. Intended for use on GPUs that do not natively support ATI2N. Eight bits per pixel |
| BC1 | Four component opaque (or 1-bit alpha) compressed texture format. Four bit per pixel |
| BC2 | Four component compressed texture format with explicit alpha. Eight bits per pixel |
| BC3 | Four component compressed texture format with interpolated alpha. Eight bits per pixel |
| BC4 | Single component (red channel)compressed texture format |
| BC4_S | Signed Channel compression using BC4 format |
| BC5 | Two component (reg and green channels) compressed format |
| BC5_S | Signed Channel compression using BC5 format |
| BC6H | High-Dynamic Range compression format |
| BC7 | High-quality compression of RGB and RGBA data |
| DXT1 | An opaque (or 1-bit alpha) DXTC compressed texture format. Four bits per pixel |
| DXT3 | DXTC compressed texture format with explicit alpha. Eight bits per pixel |
| DXT5 | DXTC compressed texture format with interpolated alpha. Eight bits per pixel |
| DXT5_xGBR | DXT5 with the red component swizzled into the alpha channel Eight bits per pixel |
| DXT5_RxBG | Swizzled DXT5 format with the green component swizzled into the alpha channel. Eight bits per pixel |
| DXT5_RBxG | Swizzled DXT5 format with the green component swizzled into the alpha channel & the blue component swizzled into the green channel. Eight bits per pixel |
| DXT5_xRBG | Swizzled DXT5 format with the green component swizzled into the alpha channel & the red component swizzled into the green channel. Eight bits per pixel |
| DXT5_RGxB | Swizzled DXT5 format with the blue component swizzled into the alpha channel. Eight bits per pixel |
| DXT5_xGxR | Two-component swizzled DXT5 format with the red component swizzled into the alpha channel & the green component in the green channel. Eight bits per pixel |
| ETC_RGB | Ericsson Texture Compression - Compressed RGB format. |
| ETC2_RGB | Ericsson Texture Compression 2 - RGB format |
| ETC2_RGBA | RGB with 8 bit alpha |
| ETC2_RGBA1 | RGB with 1 bit alpha |
| Codec Options | Reference developer SDK documentation for range of values |
|---|---|
| -AlphaRestrict <value> | This setting is a quality tuning setting for BC7 which may be necessary for some textures |
| -AlphaThreshold <value> | The alpha threshold to use when compressing to DXT1 & BC1 with DXT1UseAlpha Texels with an alpha value less than the threshold are treated as transparent value is in the range of 0 to 255, default is 128 |
| -Analysis <image1> <image2> | Generate analysis metric like SSIM, PSNR values between 2 images with same size. Analysis_Result.xml file will be generated. |
| -BlockRate <value> | ASTC 2D only - sets block size or bit rate value can be a bit per pixel rate from 0.0 to 9.9 or can be a combination of x and y axes with paired values of 4,5,6,8,10 or 12 from 4x4 to 12x12 |
| -ColourRestrict <value> | This setting is a quality tuning setting for BC7 which may be necessary for convenience in some applications |
| -CompressionSpeed <value> | The trade-off between compression speed & quality This setting is not used in BC6H and BC7 |
| -diff_image <image1> <image2> | Generate difference between 2 images with same size A .bmp file will be generated. Please use compressonator GUI to increase the contrast to view the diff pixels. |
| -DXT1UseAlpha <value> | Encode single-bit alpha data. Only valid when compressing to DXT1 & BC1 |
| -imageprops <image> | Print image properties of image files specifies. |
| -log | Logs process information to a process_results.txt file containing file info, performance data,SSIM,PSNR and MSE. |
| -logcsv | Logs process information to a process_results.csv file containing file info, performance data,SSIM,PSNR and MSE. |
| -log <filename> | Logs process information to a user defined text file |
| -logcsv <filename> | Logs process information to a user defined csv file |
| -ModeMask <value> | Mode to set BC7 to encode blocks using any of 8 different block modes in order to obtain the highest quality |
| -NumThreads <value> | Number of threads to initialize for ASTC,BC6H,BC7 encoding (Max up to 128). Default set to 0 (Auto) |
| -Performance <value> | Sets performance of encoding for BC7 |
| -Quality <value> | Sets quality of encoding for BC7 |
| -RefineSteps <value> | Adds extra steps in encoding for BC1 to improve quality over performance. Step values are 1 and 2. |
| -Signed <value> | Used for BC6H only, Default BC6H format disables use of a sign bit in the 16-bit floating point channels, with a value set to 1 BC6H format will use a sign bit |
| -UseChannelWeighting <value> | Use channel weightings |
| -WeightR <value> | The weighting of the Red or X Channel |
| -WeightG <value> | The weighting of the Green or Y Channel |
| -WeightB <value> | The weighting of the Blue or Z Channel |
| -ff <ext>,<ext>,…,<ext> | File filters used for processing a list of image files with specified extensions in a given directory folder supported <ext> are any of the following combinations: DDS,KTX,TGA,EXR,PNG,BMP,HDR,JPG,TIFF,PPM |
| Output Options | |
|---|---|
| -noprogress | Disables showing of compression progress messages |
| -performance | Shows various performance stats |
| -silent | Disable print messages |
Example Compression¶
CompressonatorCLI.exe -fd BC7 -EncodeWith HPC image.bmp result.dds
CompressonatorCLI.exe -fd ASTC image.bmp result.astc
CompressonatorCLI.exe -fd ASTC -BlockRate 0.8 image.bmp result.astc
CompressonatorCLI.exe -fd ASTC -BlockRate 12x12 image.bmp result.astc
CompressonatorCLI.exe -fd BC7 image.bmp result.dds
CompressonatorCLI.exe -fd BC7 -NumTheads 16 image.bmp result.dds
CompressonatorCLI.exe -fd BC6H image.exr result.dds
Example Compression using GPU¶
CompressonatorCLI.exe -fd BC1 -EncodeWith GPU image.bmp result.dds
CompressonatorCLI.exe -fd BC1 -EncodeWith OCL image.bmp result.dds
CompressonatorCLI.exe -fd BC1 -EncodeWith DXC image.bmp result.dds
Example Decompression from compressed image using CPU¶
CompressonatorCLI.exe result.dds image.bmp
Compression Followed by Decompression¶
(Useful for qualitative analysis)
CompressonatorCLI.exe -fd BC7 image.bmp result.bmp
GPU Based Decompression¶
compressonatorCLI.exe -DecodeWith OpenGL result.dds image.bmp
Mesh Compression¶
(support glTF and obj file only)
The following mesh compression uses default quantization bits with Google Draco library settings (These default settings are currently not programmable):
- Compression level = 7.
- Quantization bits for position = 14.
- Quantization bits value for texture coordinates = 12.
- quantization bits value for normal = 10.
compressonatorcli.exe -draco source.gltf dest.gltf
compressonatorcli.exe -draco source.obj dest.drc
Mesh Decompression¶
(support glTF and obj file only)
compressonatorcli.exe source.gltf dest.gltf
compressonatorcli.exe source.drc dest.obj
Mesh Optimization¶
(support glTF and obj file only)
The following uses default settings that optimizes vertices with cache size = 16, overdraw with ACMR Threshold = 1.05 and vertices fetch.
compressonatorcli.exe -meshopt source.gltf dest.gltf
compressonatorcli.exe -meshopt source.obj dest.obj
Specifies settings:
compressonatorcli.exe -meshopt -optVCacheSize 32 -optOverdrawACMRThres 1.03 -optVFetch 0 source.gltf dest.gltf
CLI mesh optimization include settings:
| -optVCacheSize <value> | optimize vertices with hardware cache size in the value specified Default is enabled with cache size = 16 |
| -optVCacheFIFOSize <value> | optimize vertices with hardware FIFO cache size in the value specified Default is disabled |
| -optOverdrawACMRThres <value> | optimize overdraw with ACMR (average cache miss ratio) threshold value specified (value range 1-3) default is enabled with ACMR value = 1.05 (i.e. 5% worse) |
| -optVFetch <boolean value> | optimize vertices fetch . boolean value 0 - disabled, 1-enabled. -default is enabled. |
| -simplifyMeshLOD <value> | simplify mesh using LOD (Level of Details) value specified. (value range 1- no limit as it allows users to simplify the mesh until the level they desired. Higher level means less triangles drawn, less details.) |
Test Analysis Logging Features and File Filters¶
(Windows OS only)
CLI will generate an output “process_results.txt” when -log is added to the compression command line options, users can change the default log file using the command -logfile, the log captures details of the source and destination files along with statistical data on performance and quality.
Example:
Generates a “process_results.txt” file with content:
Multiple processes will append results to this file with a dash line separator. The option is valid only for compressing images and not for 3D models or image transcoding.
In addition to the -log and -logfile two command-line options are avilable to output analysis data into comma-separated file format. use -logcsv or -logcsvfile to generate a .csv file suitable to use in any application that supports viewing these files in a table as shown in this sample:
The CLI also support processing image files from a folder, without the need to specify a file name. Using a file filter, specific files types can also be selected for compression as needed.
Examples:
Processes all image file with BC7 Compression into results folder
Processes only images with extension bmp, png and exr. Notice that BC7 compression is been applied to HDR images, this is an automatic Adaptive Channel Format feature (ACF) that transcodes the image half float channels to byte prior to processing.
CSV File Update to Support Automation¶
An error code field is added to log the state of a processed image when using the command-line application option “-logcsv”.
The error code will be 0 for processed images, else a value is set to indicate any errors encountered while the image was processed.
For a list of the most recent codes look for AnalysisErrorCodeType in the sdk file cmp_compressonatorlib/common.h


Preparation time
over 2 hours
Cooking time
30 mins to 1 hour
Serves
Serves 2
A restaurant-style feast of Japanese ingredients and flavours.
For the BBQ marinade, place all the ingredients into a food processor and blend until smooth. Place the chops in a glass bowl and pour over the marinade and set aside in the fridge for at least for two hours.
For the den miso, place all ingredients in a large bowl and whisk. Add to a hot frying pan and cook for 2-3 minutes.
For the miso grilled aubergine, heat a deep-fat fryer, or fill a large, deep, heavy-based pan two-thirds full with vegetable oil. Heat the oil to 180C/350F (use a probe thermometer to check the temperature if you're not using a deep-fat fryer). (CAUTION: Hot oil can be dangerous. Don't leave unattended)
Preheat the grill to high.
Place the aubergine chunks into the deep fat fryer and cook for about two minutes until golden-brown. Remove and drain on kitchen paper.
Coat each piece with a generous dollop of den miso sauce.
Place under the grill for 1-2 minutes.
For the pickled daikon, place the daikon in a glass bowl.
Place heat all the other ingredients in a saucepan to melt the sugar and salt.
Pour the liquid over the daikon and allow to cool. Refrigerate for an hour and then it’s ready to use.
For the spicy Korean miso, whisk together all the ingredients except from the egg yolk and cook gently in a saucepan over a very low heat for 5-8 minutes. Remove from the heat and whisk in the egg yolk. Allow to cool before using.
For the smoking mix and BBQ lamb chops, wipe the marinade off the lamb chops.
Heat a wok and add the wood chips. Once smoking add the rice, heat through and then add the green tea.
Place a rack on top and place the lamb on the rack, cover and smoke for two minutes on each side. Remove the lamb and set aside to cool.
Rub the lamb chops with a little olive oil and season with salt and pepper.
Heat a large char grill and cook the lamb for 2-3 minutes each side depending on the thickness of the chop, or until just pink in the middle. Place the cut lime on the griddle too while cooking the lamb.
To serve, arrange the aubergine on a serving plate.
Top with the walnuts, sesame seeds and a light sprinkling of the sansho pepper and a small wedge of lemon.
Serve a mound of pickled daikon on a separate plate with the lamb chops sprinkled with chives and topped with mizuna.


Harry Potter’s Dudley Dursley actor surprises fans with His Dark Materials role
Harry Melling, 30, is starring on His Dark Materials and The War Of The Worlds which are both airing on TV now
by Irishmirror.ieHarry Potter’s Dudley Dursley actor shocked fans with His Dark Materials role.
Harry Melling, 30, has had a surge of acting work as he stars on His Dark Materials and The War Of The Worlds - and fans sure didn't miss him.
Both hit TV shows are airing concurrently on our television screens at the moment.
Social media was awash with eagle-eyed Harry Potter fans spotting the actor in both television series.
"Feeling like IMDB when spotting Dudley Dursley in both ‘His Dark Materials’ AND ‘The War of the Worlds’."
His role in His Dark Materials has similarities with the part which made him famous in the Harry Potter saga.
Harry plays Sysselman in the North who could turn out to be as annoying as Harry Potter's cousin Dudley.

Also based on the book of the same name, The War Of The Worlds tells the narrative of martians who wage war against the human race.
Harry's appearance in both series didn't go unnoticed by hard-core fans.
Others added: " #HisDarkMaterials When your 14 yr old points out that Dudley Dursley is in His Dark Materials."
"Am I going crazy or is that Dudley Dursley in His Dark Materials?!"
"Watching His Dark Materials. I've got no idea what's going on. My heart's not really in it. I keep thinking about Escape to the Chateau on Channel 4, and getting my phone out to do shit like this, although I did just recognise the actor that played Dudley Dursley in Harry Potter."
"Is Dudley Dursley in His Dark Materials? Asking for two excited children who may have just spotted him?"
"Excuse me did i just see dudley dursley in ‘his dark materials’ ?!?!??!?!?"


--- layout: post title: ! 'Air Conditioning the Military Costs More Than NASA''s Entire Budget ' published: true ---
I would normally never link to Gizmodo but this is pretty absurd…


A - move east W - move north D - move west X - move south Q - move north-east E - move north-west C - move south-west Z - move south-east R - step back if possible
4 - move east 8 - move north 6 - move west 2 - move south 7 - move north-east 9 - move north-west 3 - move south-west 1 - move south-east minus - step back if possible
left button - move middle button - step back
Player 2
Controlled by:
A - move east W - move north D - move west X - move south Q - move north-east E - move north-west C - move south-west Z - move south-east R - step back if possible
4 - move east 8 - move north 6 - move west 2 - move south 7 - move north-east 9 - move north-west 3 - move south-west 1 - move south-east minus - step back if possible


A.H.F. Riyafa (120542G) (Software architect @ Simplex Software
Solutions)
About:
CSE undergraduate at University Of Moratuawa. Currently working on the Advertisement Firm Management
System for ADRAY Advertising.
Contact Details:
E-mail:
<EMAIL_ADDRESS>Mobile
No.:<PHONE_NUMBER>


In As Little As Six Weeks, SNL Can (Finally) Teach You How to Talk to Children
by Devon IvieWe get it, you’re currently in a transitional point of your life. Your friends are “getting married” and “having kids.” You’re now required to “socialize” with the little devils at a precision level much greater than Steve Buscemi in 30 Rock. Enter the world’s best way to learn a language, Duolingo, which was nice enough to add Children (ages 2 to 12) to its list of recognized languages. Repeat after us: cool flossing. Do you like Go-Gurt? Chicken fingers. Are you on TikTok? Give yourself six weeks, and you might also be able to build your stamina for long, meandering, pointless (ugh) stories about whatever the hell tweens are into these days. Fine, you can keep the Music Band T-shirt.


Please enter some information about yourself to begin using Assignments. All data will only be saved locally on your device.


The Macromedia Flash File Format (SWF) documentation is provided in both HTML and Microsoft Word formats. Documentation is provided for both the Macromedia Flash File Format (SWF) File, explaining how it works, and for the Macromedia Flash File Format (SWF) manager, which gives programmers an API with which to write Macromedia Flash (SWF) files.
The directories are laid out as follows:
HTML
Documentation in HTML format.
Macromedia
Flash File Format (SWF)
SDK Documentation
Documentation in 14 files, describing the Macromedia Flash File Format (SWF) and how it works. Each file discusses some aspect of Macromedia Flash (SWF), such as bitmaps, morphing, etc. The file “intro.htm” contains an overview and links to the other files.
Macromedia
Flash (SWF) Manager
Documentation
The file SDK.htm gives an overview to the developer’s toolkits, and how to use them.
API_Docs
The full API and all its methods, in hyperlinked HTML. The API document begins at “index.html.”
Microsoft Word
Documentation in the HTML format.
Macromedia Flash File Format (SWF) SDK Documentation
Documentation, in 14 files, describing the SWF file format and how it works. Each file discusses some aspect of SWF, such as bitmaps, morphing, etc. The file “intro.doc” contains an overview and links to the other files.
Macromedia
Flash (SWF) Manager
Documentation
The file SDK.doc gives an overview to the developers toolkits, and how to use them.
API_Docs
The full API and all its methods, in hyperlinked HTML. The API document begins at “index.html.”
Please ignore directories that end in *_files, as these merely contain support data for the other documents.