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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.