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Re: [Public WebGL] Re: Webp



I see WebP is also supported in the Chrome 9 build, can it be used with WebGL for texturing?

On Wed, Oct 20, 2010 at 11:59 AM, Kenneth Russell <kbr@google.com> wrote:
On Wed, Oct 20, 2010 at 7:43 AM, John Davis <jdavis@pcprogramming.com> wrote:
> What started this whole thing is the claim that Webp is much better than jpeg.
>
> Btw, is webgl on by default in chrome7 or do we have to wait for chrome8?

Actually, WebGL will not be on by default yet even in Chrome 8. We
expect it to be on by default in Chrome 9.

-Ken

> On Wednesday, October 20, 2010, Patrick Baggett
> <baggett.patrick@gmail.com> wrote:
>>
>>
>> On Wed, Oct 20, 2010 at 6:33 AM, John Davis <jdavis@pcprogramming.com> wrote:
>>
>> I guess I'm asking the browser makers.  Anything that cuts down on the bandwidth bill for texture maps being downloaded to end users is going to be a welcome feature.  If people build MMOG's on this technology, compression of textures is going to be key.
>>
>>
>>
>> Hate to ask the obvious question, but is there something wrong with PNGs or JPEGs? They both perform compression, and in the case of JPEG,  offer space/quality trade-offs. Since you've moved outside the realm of real time compression/uncompression, why not settle on those -- the browser support is great as is the tool support to create them. You can even use nifty utilities like pngcrush.
>>
>> I guess what I am trying to say is, unless there is compelling reason and amazing algorithm that really puts PNG and JPEG to shame, I don't see any reason that yet another image format would be desirable, and would likely just make the artists' lives more difficult (i.e. texture mapping a model using KTX file? Not likely to be supported)
>>
>>
>
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