The AMD tool comes with command line option. That's all what my build engineers need to get the process automated.
As said we faced and solved the same problems with native apps on mobile already.
For sure it is not the best situation but if I have the choice between these limitations and no compression support at all for some GPUs I would always take these limitations. As no compression support would in our case most likely end with a "Sorry your device is not supported" popup.
Von: Florian Bösch [firstname.lastname@example.org]
Gesendet: Freitag, 7. September 2012 19:12
An: Kornmann, Ralf
Cc: Benoit Jacob; email@example.com
Betreff: Re: [Public WebGL] ATC texture size computation
On Fri, Sep 7, 2012 at 6:58 PM, Kornmann, Ralf <firstname.lastname@example.org> wrote:
Texture compression on mobile is already a mess for native app developers. If WebGL would wait until it is sorted out on the OpenGL ES side it would never catch up. It might take years until all mobile devices support one common general useable texture compression format.
Yeah I'm ok with doing it "for the sake of just getting it" regardless of device support. But a format we can't integrate into your build environments, webservers, packing scripts etc.? Really? I mean seriously. No. Please no. Not some windows only "drive it by hand" tool. It's an asset pipeline nightmare.