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Re: [Public WebGL] ATC texture size computation





----- Original Message -----
> On Fri, Sep 7, 2012 at 6:23 PM, Benoit Jacob < bjacob@mozilla.com >
> wrote:
> 
> So you're just gonna gloss over the fact that this here is a piece of
> technology that'll break on half of desktops. Alright, nevermind.
> But how're you gonna gloss over the fact that the format is not
> specified, making it impossible to convert an <img> to a texture or
> a texture back to bytes or an <img>?

We don't have code to convert an <img> to a PVRTC or S3TC or whatever else compressed format either, nor vice versa (and likely never will, because that's where legal minefields lie).  Compressed texture support is a pragmatic very-high-value win; there isn't a single commonly-supported format (at least until ETC/ETC2 gets global support), so we have to support a union of the common ones.  Using any compressed textures isn't a requirement for a WebGL app.

    - Vlad

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