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Re: [Public WebGL] Compressed textures.
- To: Steve Baker <email@example.com>
- Subject: Re: [Public WebGL] Compressed textures.
- From: Cedric Vivier <firstname.lastname@example.org>
- Date: Sun, 30 May 2010 13:13:35 +0800
- Cc: public webgl <email@example.com>
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I think you are mixing network file (wire) formats and texture
formats, JPEG is a perfectly fine format to load high-res photo-like
textures as PNG is fine for any non-photo like texture.
In fact these formats are usually lighter in space ("transmission
time") compared to DDS or other compressed texture formats, even in
their most compressed form (e.g 4bpp) without sacrificing significiant
Of course they cannot be understood by GL as a texture format
directly, so they are decompressed into one of the basic texture
formats (e.g RGB888), considering compressed texture formats are very
specific to hardware/drivers (interop issues) and most of them
encumbered by IP issues of some sort, afaik it has been decided to
postpone compressed textures support to post 1.0 (a thread discussing
this issue: http://www.khronos.org/webgl/public-mailing-list/archives/1005/msg00022.html
On Sun, May 30, 2010 at 09:30, Steve Baker <email@example.com> wrote:
> I guess we're more or less limited on texture file types to the set that
> totally hopeless as texture formats and PNG's compression isn't
> agressive enough because it's not lossy, it would be truly spectacularly
> handy if WebGL could also support some kind of compressed format - DDS
> would be best. Â(Although it's a bit 'microsofty/D3D-ish' - it's
> actually a REALLY good Âformat for textures with tons of support out
> there and a 1:1 mapping to the underlying hardware).
> Given that we'd like to run on low-end hardware, and even on high end
> stuff, the transmission time from the server is not insignificant -
> Â-- Steve
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