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Thanks ! I took a look at the code and this looks hella complexe ! I think I will try and implement compression/decompression on my own but this may take time, in the meantime I will use Rich's library, I also found a library called Crunch which was made by the same guy but is now maintained by BinomialLLC, but apparently it handles a whole bunch of compression formats I won't need...
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Yeah, I still have to implement assets compilation though, I am thinking about using a custom binary format with dictionary at the beginning (with file names and start/end inside the file) and the files dumped in there in raw binary format. But I still need on the fly compression though for projects loading external files (I have a gltf viewer project for instance and without compression you just can't load models with 4k textures for instance...) After trying several libraries, some with tons of dependencies, some without a cmakelists (which is a big no no for me, I can't be bothered to write a .cmake for it), some others which are just full of bugs (like Crunch2 which must never have been tested since hash_map operator != returns itself creating an infinite recursive loop as soon as you try and do anything with it). I have found FasTC which handles BPTC compression, features a clean C++ interface and seems quite complete even if linking with it is a bit annoying since libraries don't expose publicly their include directories. For now I seem to be getting an infinite loop for some reason but I am trying to figure it out... It also ships with a texture compression tool which will be handy later for offline assets packing 😊
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Just use this one - https://github.com/richgel999/bc7enc_rdo
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After spending some time trying several libraries, I settled with FasTC for now, but it seems to only be able to manage 32 bits RGBA image formats... I am looking into Crunch2 which is basically Crunch with modern CMake.
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If you are interrested, you can find my code here, be warned though : it's a mess 😅
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