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Thread: Which RGBA texture compression format will be used?&#820

  1. #1
    Junior Member
    Join Date
    Jan 2008
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    1

    Which RGBA texture compression format will be used?&#820

    Hi, All,

    There is the published OpenGL ES extension GL_OES_compressed_ETC1_RGB8_texture
    for compressing RGB texture. But what's the extension for RGBA texture? From various
    khronos web resource (cvs, document archive and wiki), I knwo there are 2 related
    draft extensions:
    1:ETC3/ETC5, which use 128 bits to code 16 RGBA texels.
    2:OES_compressed_iPACKMANalpha_texture, which uses 64 bits to code 16 RGBA texels.

    It appears the 2nd extension is rather out-dated while the 1st one is more active
    in the updating. I don't know which extension will finally be accepted as the formal
    RGBA compression texture extension, just as the GL_OES_compressed_ETC1_RGB8_texture.
    That is, which will be the upcoming GL_OES_compressed_ETC1_RGBA8_texture? Or
    will we have the 3rd choice.

    We really need to know the decision ASAP since we are developing an mobile GPU
    supporting the RGBA texture compression.

    Best Regards
    Henry Xu

  2. #2
    Senior Member
    Join Date
    May 2006
    Posts
    353
    I do not think this is the right place for discussing unpublished Khronos materials. This is a question for the OpenGL ES working group.
    Georg Kolling, Imagination Technologies
    Please ask questions specific to PowerVR hardware or SDKs on the PowerVR Insider Forum
    DevTech@imgtec.com | http://www.powervrinsider.com

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