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How to do the runtime texture compression in jPCT-AE?
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Topic: How to do the runtime texture compression in jPCT-AE? (Read 2037 times)
kiffa
long
Posts: 199
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
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EgonOlsen
Administrator
quad
Posts: 12297
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.
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kiffa
long
Posts: 199
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.
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EgonOlsen
Administrator
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Posts: 12297
Re: How to do the runtime texture compression in jPCT-AE?
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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?
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How to do the runtime texture compression in jPCT-AE?