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Re: [Public WebGL] Re: Webp
- To: jdavis@pcprogramming.com
- Subject: Re: [Public WebGL] Re: Webp
- From: Kenneth Russell <kbr@google.com>
- Date: Thu, 2 Dec 2010 11:00:38 -0800
- Cc: Patrick Baggett <baggett.patrick@gmail.com>, "public_webgl@khronos.org" <public_webgl@khronos.org>
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I haven't tried it. If WebKit's image decoders support it then it
should theoretically work. Try it and let us know.
-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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