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Re: [Public WebGL] ATC texture size computation

On Tue, Sep 11, 2012 at 4:55 PM, Vladimir Vukicevic <vladimir@mozilla.com> wrote:
The vast majority of users will compress their assets offline and deliver the right one based on the device they're running on.
Since conversion seems to be relatively simple and cache coherent, if you can support two GPU compression formats with perhaps a 2ms runtime in JS per megapixel, I think a lot of users would choose to store only one format and convert on the fly.