Jump to content

Search the Community

Showing results for tags 'compressed textures'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • HTML5 Game Coding
    • News
    • Game Showcase
    • Facebook Instant Games
    • Web Gaming Standards
    • Coding and Game Design
    • Paid Promotion (Buy Banner)
  • Frameworks
    • Pixi.js
    • Phaser 3
    • Phaser 2
    • Babylon.js
    • Panda 2
    • melonJS
    • Haxe JS
    • Kiwi.js
  • General
    • General Talk
    • GameMonetize
  • Business
    • Collaborations (un-paid)
    • Jobs (Hiring and Freelance)
    • Services Offered
    • Marketplace (Sell Apps, Websites, Games)

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Twitter


Skype


Location


Interests

Found 3 results

  1. How can compressed textures, e.g. DDS images, be used with Pixi.js version 6 or 7? With Pixi.js version 4 and 5 I used the compressed-textures plugin and could use DDS files in my project. The plugin supports Pixi.js 4 and 5 and was probably (?) obsolete with Pixi.js version 6. This repository of the plugin has been archived by the owner on Feb 23, 2023. Unfortunately, I have not yet found a way to successfully display compressed-textures with Pixi.js version 6 or 7. Also, I can't find any instructions on how to do this. Has anyone already done this and can give me a little tip on how to do it?
  2. Hello! I have a questions about compressed textures. Questions: 1) Default extension chooser pick @*x multiply depends on window.devicePixelRatio. It works well for mobile, iPhoneX has window.devicePixelRatio = 3. But desktop chrome browser has window.devicePixelRatio = 1. So by default I will get the lowest resolution for desktop browser. Solution is to check userAgent and if it is desktop, force to pick the highest resolution. Are there any others fancy solutions? 2) I have source textures for 1920x1080 resolution, I am generating textures @3x(1920x1080), @2x(1280x720) and @1x(640x360). After texture loaded (doesn't matter for which resolution) I'm getting texture with size 640x360. At the end I have 640x360 coordinate system which is not precise, because all source textures was designed for 1920x1080. And if certain source texture has to be in position { x: 1000, y: 1000 } it means that after load on scene it position has to be { x: 333.333, y: 333.333 } but the image can be blurred because of that. If i will not switch off round pixels, position will be { x: 333, y: 333 } and the image will be shifted from original position. Solution is to make @1x(1920x1080), @.67x(1280x720) and @.33x(640, 360) textures or make original textures coordinates to be x%3 == 0 && y%3 == 0. Need some advice. thanks
  3. Hi, Started using compressed textures in our projects. Came across three possible bugs, not sure about the last one. PG: https://www.babylonjs-playground.com/#RK0W5S#2 1 and 2 are demonstrated in the above PG. Comment line #5 to compare results when not using compressed textures. 1.) Incorrect texture returned when Engine is set to use a ktx format texture and Texture is made via Texture.CreateFromBase64String. Possibe fix: bypass textureFormatInUse when buffer is available in Engine.CreateTexture 2.) Callback passed to Texture is not fired when CreateTexture falls back to url passed on not finding its ktx counterparts. Need this to finish a "change texture" flow. Possible fix: Ignore fallback argument and create onLoadObserver in Engine.CreateTexture 3.) When engine is set to use ktx format , CubeTexture looks for one ktx file instead of 6. I don't know if the cubeTextures in ktx formats are to be composited into a single file. I use this gulp task to create compressed textures. Got a work around for 1 and 2 but 3 is beyond me. Want this to support 360 tours on low spec devices.
×
×
  • Create New...