VTFLib v1.3.2 Full - NemPosted: Mar 26th, 2006 - 12:55:28 pm
About:

VTFLib v1.3.2 - VTFLib is available in a two flavours. The Source Code Archive contains the source code, library and prebuilt binaries for VTFLib, VTFEdit and VTFCmd. Download this if you want to modify the library or example applications (or just see how it all works). The Binary Archive contains library and prebuilt binaries for VTFLib, VTFEdit and VTFCmd. Download this if you just want to develop with VTFLib (or want access to all the binaries).

VTFLib also uses nvDXT, and VTFEdit and VTFCmd also use DevIL 1.7.8. In order to compile, you will need to download those libraries and add their paths to Visual Studio.

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Modified: Jul 25th, 2011 - 3:37:11 pm[ 117502 Views ]

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16. NemPosted: Aug 1st, 2010 - 6:21:09 pm
The version I am using is available here.

17. ScarTPosted: Apr 4th, 2011 - 12:12:34 pm
Is there really no way to build VTFLib under VS2010?

18. NemPosted: Apr 4th, 2011 - 9:30:35 pm
I don't offer official support because I rely on features of nvDXT that were removed when nVidia rewrote the library.

That said, you have a few options:
  1. Disable write support (#define USE_NVDXT 0) to remove all nvDXT dependencies and convert the solution to 2010. You will still be able to read .vtf files.
  2. Convert the solution to 2010 and compile anyway. The lib files should be binary compatible. Your embedded manifest will probably be wrong but you can either hand edit it or override it.
  3. Convert the solution to 2010 and use the "Platform Toolset" option to compile against v80. You will need to add this option.

19. JoeShmoePosted: Apr 9th, 2011 - 2:52:28 pm
I'm not going to try to hide the fact that I've always been lost when it comes to software licenses. I'm writing a program that needs to convert vtf to bmp. Under the GPL and LGPL, what do I need to include if I wish to package VTFCmd with my program when I distribute it?

Great library, btw.

20. NemPosted: Apr 10th, 2011 - 3:10:29 pm
VTFLib is LGPL, so you can link against it and use it in your code without any requirements on the licensing of your code or the resulting binary. That is you can do whatever you want, you just have to make any changes to the library itself available upon request.

If you want to include VTFCmd and launch it from your application's binary to do the conversion, the same constraints apply, only changes to the code in VTFCmd need to be available upon request.

Keeping intact the VTFLib (LGPL) or VTFCmd (GPL) license is the only other requirement. This can be fulfilled by copying the appropriate license file to the folder you install the binaries to (e.g. rename "LGPL.txt" to "VTFLib License.txt" and place that file in the same location of VTFLib.dll.

21. TyphoxModified: Feb 18th, 2012 - 3:58:41 am
Sad, I can't use it in my Project because it doesn't support mingw and due to licensing issues I can't modify the files to be usable with Qt :(

Anyway, I'm going to use VTFCmd then...

22. jack5500Posted: Apr 13th, 2012 - 5:59:40 am
Why does my input texture have to in the power of 2 when i use VTFCMD, but not when I use VTFEDIT?
That really bugs me :)

23. maplePosted: Mar 25th, 2014 - 3:14:41 pm
great!
to jack5500:if u want to use vtfcmd, u need ro add "-resize" option.

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