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I had added multi-platform KTX textures support to Babylon.JS a while ago. The frame work goes through the formats in the order they are shown in the linked doc. The first one where the extension is supported gets chosen. They are listed in order of desirability.
If you knew what format that was for a given device in advance, you would only have to include that version of all the texture files for your scene for that build. I also think verifying that this works on actual hardware has probably not been done by anyone yet.
When you run the very simple scene, it brings up a texture with the name of the format baked right into it. Made it simple for devices like iPhone (PVRTC). It runs in exokit on my desktop, & I get
Thanks!
The text was updated successfully, but these errors were encountered:
Not a bug, but an information request for people who have an ML1 or Occulus hardware to run https://www.babylonjs-playground.com/frame.htm#1SCH7H#5.
I had added multi-platform KTX textures support to Babylon.JS a while ago. The frame work goes through the formats in the order they are shown in the linked doc. The first one where the extension is supported gets chosen. They are listed in order of desirability.
If you knew what format that was for a given device in advance, you would only have to include that version of all the texture files for your scene for that build. I also think verifying that this works on actual hardware has probably not been done by anyone yet.
When you run the very simple scene, it brings up a texture with the name of the format baked right into it. Made it simple for devices like iPhone (PVRTC). It runs in exokit on my desktop, & I get
Thanks!
The text was updated successfully, but these errors were encountered: