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  1. Hi I'm getting black textures when I'm trying to load KTX2 files using loaders.gl and use the UInt8Array to load a texture with from or fromBuffer and create a Pixi sprite with it. It doesn't matter if I make a BaseTexture first or not. Code with BasisLoader & Texture.fromBuffer: import { BasisLoader } from '@loaders.gl/textures'; import { load } from '@loaders.gl/core'; import * as Pixi from 'pixi.js'; ... const loadOptions = { format: 'auto', containerFormat: 'ktx2', module: 'encoder', }; const resources = await load(filename, BasisLoader, loadOptions); const textureData = resources[0][0]; const texture = Pixi.Texture.fromBuffer(textureData.data, textureData.width, textureData.height); const sprite = new Pixi.Sprite(texture); Code with CompressedTextureLoader & Texture.from with BaseTexture: import { CompressedTextureLoader } from '@loaders.gl/textures'; import { load } from '@loaders.gl/core'; import * as Pixi from 'pixi.js'; ... const loadOptions = { useBasis: true, }; const resources = await load(filename, CompressedTextureLoader, loadOptions); const textureData = resources[0]; const baseTexture = new Pixi.BaseTexture( new BufferResource(textureData.data, { width: textureData.width, height: textureData.height, }) ); const texture = Pixi.Texture.from(baseTexture); const sprite = new Pixi.Sprite(texture); Log output: I also tried Pixi's CompressedTextureResource: const baseTexture = new Pixi.BaseTexture( new Pixi.CompressedTextureResource(textureData.data, { format: textureData.format, width: textureData.width, height: textureData.height, }) ); But got this: KTX2 Container is not (yet) implemented into pixi, that is why I had to try other ways to get it loaded into a pixi sprite. I'm not fully understanding all of the compression stuff yet, so I'm probably forgetting something. To be sure you get enough information: I used KTXSoftware's toktx tool to create a KTX2 file from a png: https://github.com/KhronosGroup/KTX-Software I tried these commands and have loaded them all in: ETC1S .\toktx.exe --t2 --encode etc1s --clevel 5 --qlevel 255 book.ktx2 book.png ASTC .\toktx.exe --t2 --encode uastc --uastc_quality 4 book.ktx2 book.png UASTC .\toktx.exe --t2 --encode astc --astc_blk_d 4x4 --astc_quality 100 book.ktx2 book.png So if someone could point me in the right direction, that would be awesome. Thanks in advance!
  2. 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?
  3. Hi! I am trying to add support for compressed textures in my game. And faced artifacts with semi transparent images that uses blend mode. I am using PIXI v7.1.1, for compressed textures I choose format basis and compressed png to basis with basisu -uastc -uastc_level 3 -uastc_rdo_l .75. How to fix artifacts?
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