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Re: [Public WebGL] ATC compressed format undocumented (?)



No, that is completely different format.

Daniel

On 2012-08-08, at 2:21 AM, Mikko Mononen wrote:

> 
> Hi,
> 
> Do you actually mean ASTC, the new fancy texture compression? They
> have put up some sources yesterday:
> http://www.malideveloper.com/developer-resources/tools/astc-compressor.php
> 
> 
> --mikko
> 
> 
> On Wed, Aug 8, 2012 at 1:11 AM, Gregg Tavares (社用) <gman@google.com> wrote:
>> That's my understanding as well.
>> 
>> 
>> On Tue, Aug 7, 2012 at 2:51 PM, Benoit Jacob <bjacob@mozilla.com> wrote:
>>> 
>>> 
>>> Hi List,
>>> 
>>> I was under the impression that we wanted to add support for ATC mobile
>>> compressed texture formats, and that we just needed to find the right
>>> formula for the number of bytes.
>>> 
>>> But looking into the OpenGL ES extension spec, the lack of such a formula
>>> is only the tip of the iceberg: the format itself is explicitly undocumented
>>> and the spec says:
>>> 
>>> 
>>> http://www.khronos.org/registry/gles/extensions/AMD/AMD_compressed_ATC_texture.txt
>>> 
>>> Quote:
>>>    The details of these formats is not disclosed, so refer to AMD's
>>>    Compressonator tool in order to encode your textures offline:
>>>    http://ati.amd.com/developer/compressonator.html
>>> 
>>> Is this text still up-to-date? If yes, that sounds like we won't be able
>>> to support it in WebGL.
>>> 
>>> Benoit
>>> 
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>> 
> 
> 
> 
> -- 
> Mikko Mononen, Co-founder & Principal Engineer
> http://tinkercad.com – Give form to your dreams
> 
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