[Fiware-miwi] Mobile texture formats (was Re: Meeting on Asset Exporter Pipeline)

erno at playsign.net erno at playsign.net
Mon Oct 28 11:10:50 CET 2013


Seems the common practice on mobile is to just use ETC1 for textures
(which is the only format guaranteed by GLES2 / WebGL) and work
around the lack of alpha channel by using 2 textures when
alpha is needed.

On mobile DDS is not too commonly supported and different GPU vendors
support mutually incompatible formats (PVRTC for PowerVR chips etc).

Some links to various developer docs / forums about the ETC1 alpha hack:

Unity:
http://forum.unity3d.com/threads/73998-DXT-or-PVRTC?s=d35b7e4f1d2c1e389931b6dceb242598&p=474892&viewfull=1#post474892

ARM:
http://malideveloper.arm.com/develop-for-mali/sample-code/etcv1-texture-compression-and-alpha-channels/

Flash:
http://www.adobe.com/devnet/flashruntimes/articles/introducing-compressed-textures.html




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