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Showing results for tags 'astc dds etc compressed textures'.
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The Scene Exporter properties has changed to support 3 texture process methods: Legacy, Inline, and the new Prioritized. (Another minor change was to now filter files with a .babylon when choosing) A compressed texture is different from a lossy image format (think .JPG) in that it is not expanded by the CPU nor GPU. This results in better GPU RAM usage for the same amount of textures. A consequence of this is it must be supported by both the GPU and the browser's webGL, as well as BJS, of course. This is where this change helps out. It allows you specify these extra formats that you created from the image used by Blender, and in the order in which to attempt to load them. The blender version is tacked onto the end of the list. Without this new built-in fall back for BJS 2.5, compressed textures were pretty much useless. You would have to know exactly what the customer's hardware / revision & browser was, because you only got one shot. As DDS format is the only one currently implemented in BJS for certain hardware, some of these others is for the future. ASTC, is a WebGL extension, so it can be added to either webGL 1 or 2. Many mobile GPU support it, and Chrome with --enable-webgl-draft-extensions flag. Not sure what OSes, GPUs, or drivers are required now though. I found one thing to convert files. ETC, is really ETC1 & ETC2. I believe it is part of OpenGL ES3, which is on what WebGL 2.0 is based. As far as a converter, I know of this.