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Re: [Public WebGL] Re: Webp
- To: Kenneth Russell <firstname.lastname@example.org>
- Subject: Re: [Public WebGL] Re: Webp
- From: John Davis <email@example.com>
- Date: Thu, 2 Dec 2010 05:27:25 -0600
- Cc: Patrick Baggett <firstname.lastname@example.org>, "email@example.com" <firstname.lastname@example.org>
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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 <firstname.lastname@example.org>
Actually, WebGL will not be on by default yet even in Chrome 8. We
On Wed, Oct 20, 2010 at 7:43 AM, John Davis <email@example.com
> 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?
expect it to be on by default in Chrome 9.
> On Wednesday, October 20, 2010, Patrick Baggett
>> On Wed, Oct 20, 2010 at 6:33 AM, John Davis <firstname.lastname@example.org
>> 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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