Author Topic: How to do the runtime texture compression in jPCT-AE?  (Read 2012 times)

Offline kiffa

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How to do the runtime texture compression in jPCT-AE?
« on: October 16, 2013, 11:37:55 am »
Just like the engine doing for ETC1, I want to support S3TC\DXT... . The textures are stored as .jpg\.png, and will be dynamic compressed to specific format rely to GL-extension in runtime.

Is there any hook\method to do this ?
« Last Edit: October 16, 2013, 11:50:26 am by kiffa »

Offline EgonOlsen

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Re: How to do the runtime texture compression in jPCT-AE?
« Reply #1 on: October 16, 2013, 12:07:06 pm »
No, there's no way of doing this, i'm afraid.

Offline kiffa

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Re: How to do the runtime texture compression in jPCT-AE?
« Reply #2 on: October 16, 2013, 01:15:58 pm »
Could you support the common texture compression or add interfaces to do the extension by third party, please.

Offline EgonOlsen

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Re: How to do the runtime texture compression in jPCT-AE?
« Reply #3 on: October 17, 2013, 10:34:09 am »
I'm not sure how to do this is a good way and i'm also not sure if the benefit justifies the amount that it woudl cost. Why do you want to use that kind of compression instead of the default OpenGL ES ETC1?