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Integration with Basis Universal GPU Texture Codec #1378
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We have to think about whether it makes sense to be directly in Filament. There's technically no reason why it cannot be done in the app or as a separate library (like our glTF loader for instance). |
Our mipgen tool can be used to compress textures and it does not yet have basis support, that's something we can consider adding. |
Just FYI, this documentation may be helpful for supporting KTX and Basis Universal: https://github.com/KhronosGroup/3D-Formats-Guidelines/blob/main/KTXDeveloperGuide.md. It's a fairly new document, please let us know if you have any issues with it. /cc @lexaknyazev (author) |
Thanks @donmccurdy! |
@prideout Is there still more work to do here? |
@romainguy this work is complete, this issue is basically a dup #4771, I forgot to close these issues. |
Is your feature request related to a problem? Please describe.
Minimizing textures size for on-disk storage and network transport (downloading, patching, etc), while supporting each platform's preferred compressed GPU texture format for optimal rendering performance.
Describe the solution you'd like
Integration of Filament with recently open-sourced and backed by Google Basis Texture Codec.
Describe alternatives you've considered
Compressing texture files with LZ4.
OS and backend
Thanks to Basis multiplatform support it should be transparent to end-users.
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