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jPCT-AE - a 3d engine for Android => Support => Topic started by: kiffa on October 16, 2013, 11:37:55 am

Title: How to do the runtime texture compression in jPCT-AE?
Post by: kiffa 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 ?
Title: Re: How to do the runtime texture compression in jPCT-AE?
Post by: EgonOlsen on October 16, 2013, 12:07:06 pm
No, there's no way of doing this, i'm afraid.
Title: Re: How to do the runtime texture compression in jPCT-AE?
Post by: kiffa 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.
Title: Re: How to do the runtime texture compression in jPCT-AE?
Post by: EgonOlsen 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?