4 ms·
The least of WebGL's problems? Failing to run at all with no fallback isn't a big problem? :P Why is texture compression so badly necessary? Aren't downloade
by AshleysBrain 15y ago
The least of WebGL's problems? Failing to run at all with no fallback isn't a big problem? :P
Why is texture compression so badly necessary? Aren't downloaded PNG or JPEG files that you upload to the GPU uncompressed "good enough"? I don't think anyone's asking for COD5 to be in WebGL.
- modeless 15y agoTexture compression isn't just for smaller downloads. In fact JPEG is fine for reducing download sizes. However, when the JPEG is converted to a texture it is completely decompressed. Texture compression formats aren't as good at compression as JPEG, but they are specially designed so that they never need to be decompressed; they remain compressed in graphics memory and the GPU decodes them on the fly as they are sampled. Not only does this save graphics memory, it also saves memory bandwidth, which actually makes rendering faster. Given this, it makes sense to store your textures as JPEG and convert them to compressed textures at load time. That way you get the excellent compression ratio of JPEG for the download and the speed boost of compressed textures for rendering. For example, id Tech 5 (RAGE) does this for their megatextures (except they use JPEG XR instead of JPEG).