Richard Geldreich's Blog

Co-owner of Binomial LLC, working on GPU texture interchange. Open source developer, graphics programmer, former video game developer. Worked previously at SpaceX (Starlink), Valve, Ensemble Studios (Microsoft), DICE Canada.

Wednesday, March 4, 2026

Degenerate but valid ASTC configs: suboptimal CEM encodings

See: 

https://github.com/BinomialLLC/basis_universal/wiki/List-of-Available-Software-ASTC-Decoders#degenerate-but-valid-astc-configs

Posted by Rich Geldreich at 2:58 PM No comments:
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Updated: "ASTC GPU Texture Decoding: Software Decoders, Spec Issues, and ARM Errata"

ASTC's complexity has created an ecosystem where correctness is an ongoing research problem rather than a fully solved one. See:

https://github.com/BinomialLLC/basis_universal/wiki/List-of-Available-Software-ASTC-Decoders

Posted by Rich Geldreich at 5:57 AM No comments:
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Sunday, March 1, 2026

.ASTC (the File Format): No Longer a Black Box

The basisu command line tool has a new option, -peek, which opens any standard ARM LDR/HDR .ASTC texture file, unpacks each block, and computes a bunch of statistics about the exact ASTC configurations the blocks used.

This is how we found out that Intel's ispc_texcomp's ASTC encoder is, for all practical purposes, broken.

https://github.com/BinomialLLC/basis_universal/wiki/Displaying-.astc-file-block-statistics-using-the-peek-command-line-option


Posted by Rich Geldreich at 9:56 PM No comments:
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About Me

Rich Geldreich
Seattle, WA, United States
Back in the day I worked for several years at Digital Illusions on things like the first shipping deferred shaded game ("Shrek" - 2001), software renderers, and game AI. Then, after working for Microsoft at Ensemble Studios for 5 years as engine lead on Halo Wars, I took a year off to create "crunch", an advanced DXTc texture compression library. I then worked 5 years at Valve, where I contributed to Portal 2, Dota 2, CS:GO, and the Linux versions of Valve's Source1 games. I was one of the original developers on the Steam Linux team, where I worked with a (somewhat enigmatic) multi-billionare on proving that OpenGL could still hold its own vs. Direct3D. I also started the vogl (Valve's OpenGL debugger) project from scratch, which I worked on for over a year. In my spare time I work on various open source lossless and texture compression projects: crunch, LZHAM, miniz, jpeg-compressor, and picojpeg.
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