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Re: [Public WebGL] Re: Webp



WebP is not supported by all browsers yet that are running WebGL.
That's why we can't add an entry in conformance test.

Mo

On Thu, Dec 2, 2010 at 7:31 PM, John Davis <jdavis@pcprogramming.com> wrote:
> Isn't there already a unit test or something for this?  Why do I have to
> write a test?
>
> On Thu, Dec 2, 2010 at 2:25 PM, Gregg Tavares (wrk) <gman@google.com> wrote:
>>
>>
>> On Thu, Dec 2, 2010 at 12:24 PM, Gregg Tavares (wrk) <gman@google.com>
>> wrote:
>>>
>>>
>>> On Thu, Dec 2, 2010 at 11:00 AM, Kenneth Russell <kbr@google.com> wrote:
>>>>
>>>> I haven't tried it. If WebKit's image decoders support it then it
>>>> should theoretically work. Try it and let us know.
>>>
>>> The conformance tests use webp in the Chromium dev build and they pass so
>>> I'm guessing it should work.
>>
>> or am I getting confused. Sorry, I read that was webm, not webp. I don't
>> know about webp. Tell us if it works.
>>
>>>
>>>
>>>>
>>>> -Ken
>>>>
>>>> On Thu, Dec 2, 2010 at 3:27 AM, John Davis <jdavis@pcprogramming.com>
>>>> wrote:
>>>> > 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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>>>> >> >
>>>> >>
>>>> >
>>>> >
>>>>
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>>>
>>
>
>

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