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Re: [Public WebGL] ATC texture size computation

On 12-09-07 02:18 PM, Gregg Tavares (社用) wrote:
Is there any way we can get the format opened? I would be good to understand the rational for keeping it proprietary, especially in 2012.
We could try having that discussion with Qualcomm; I too would be interested. I just didn't want it to be a blocker for exposing as a WebGL extension.

I understand the pragmatic argument but it does seem very un-Web like to support an undocumented format that can only be generated on a proprietary tool.
That is true, but note that other formats like PVRTC are in a similar league. In PVRTC's case, although the spec links to an article that talks about the compression technique, this article isn't precise enough to allow one to implement it; in particular, it says nothing about the actual data layout.

Just wanted to be clear that the issue isn't really specific to ATC --- it's a general issue with the current compressed texture formats that we can use on mobile devices.


On Fri, Sep 7, 2012 at 10:50 AM, Florian Bösch <pyalot@gmail.com> wrote:
On Fri, Sep 7, 2012 at 7:39 PM, Kornmann, Ralf <rkornmann@ea.com> wrote:
The AMD tool comes with command line option. That's all what my build engineers need to get the process automated.
The link referenced in the specification to the tool (http://ati.amd.com/developer/compressonator.html) is no longer valid. The correct link seems to be http://developer.amd.com/Resources/archive/ArchivedTools/gpu/compressonator/Pages/default.aspx now.

The tool runs only on windows. 63% of the web infrastructure runs Linux or some variant of Unix. The majority of Web Developers use OSX as their workstation about evenly divided by Linux. You're gonna have a bad time on the web with that format.