Gathering detailed insights and metrics for ktx-parse
Gathering detailed insights and metrics for ktx-parse
Gathering detailed insights and metrics for ktx-parse
Gathering detailed insights and metrics for ktx-parse
npm install ktx-parse
Module System
Min. Node Version
Typescript Support
Node Version
NPM Version
49 Stars
245 Commits
7 Forks
3 Watching
2 Branches
6 Contributors
Updated on 29 Nov 2024
Minified
Minified + Gzipped
TypeScript (98.9%)
JavaScript (1.1%)
Cumulative downloads
Total Downloads
Last day
-13.7%
45,778
Compared to previous day
Last week
-2.2%
265,146
Compared to previous week
Last month
12.7%
1,132,494
Compared to previous month
Last year
18.3%
11,990,261
Compared to previous year
KTX 2.0 (.ktx2) parser and serializer.
Install:
npm install --save ktx-parse
Import:
1import { read, write } from 'ktx-parse';
Usage:
1// Parse texture container from file: 2const container = read(data /* ← Uint8Array or Buffer */); 3 4// Write texture container to file: 5const data = write(container); // → Uint8Array
See API documentation for more details:
KTX-Parse reads/writes KTX 2.0 containers, and provides access to the compressed texture data within the container. To decompress that texture data, or to compress existing texture data into GPU texture formats used by KTX 2.0, you'll need to use additional libraries such as encoders or transcoders.
Encoding:
Encoding GPU textures is a slow process, and should be completed at development/authoring time so that the compressed texture can be transmitted to the viewing device. GPU textures require much less GPU memory than image formats like PNG or JPEG, and can be uploaded to the GPU quickly with less impact on framerate. GPU textures can also have smaller filesizes in many, but not all, cases. See the Basis documentation for details on this process.
The following tools may be used to produce Basis Universal compressed textures in KTX 2.0 (.ktx2
) containers, which ktx-parse
can then read or edit:
Transcoding / Decoding:
Basis Universal texture formats (ETC1S and UASTC) cannot be directly read by a GPU, but are designed to be very efficiently rewritten into many of the specific GPU texture formats that different GPUs require. This process is called transcoding, and typically happens on the viewing device after a target output format (e.g. ETC1, ASTC, BC1, ...) is chosen. These transcoders can also fully decode texture data to uncompressed RGBA formats, if raw pixel data is required.
ktx-parse
first, then transcode the mip levels using a low-level transcoder. Only UASTC texture formats currently supported.No vulnerabilities found.
No security vulnerabilities found.