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Hi,
After building the code from source, all of the textures produces seem to be much too bright,
Is there anything i can do about this?
I've tried all the different compression formats (ETC1…
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Understanding that all GPU compression formats are lossy, and so some quality reduction is always to be expected, it seems that certain textures get hit significantly harder than others, often if they…
toji updated
14 hours ago
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I have a font file for which bffnt fails to produce valid pngs. The resulting images contain many 8x8 blocks as expected, but the colours are all incorrect. Incidentally, I have to force the version t…
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I'm trying to use compressed textures in mobile application. and i'm unable to load etc1 texture, i'm getting those warnings and a black square:
WebGL: INVALID_ENUM: compressedTexImage2D: invalid for…
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The KTX file cannot be read in Unity(no thumbnail) and PVRTexTool says the file is invalid.
Previous version extracts the PKM file works well.
Please fix it, thanks :D
ghost updated
10 years ago
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**Describe the project you are working on:**
Mobile game, targeting GL ES 2.0 devices
**Describe the problem or limitation you are having in your project:**
The ETC1 format does not support alpha…
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I started a project and started porting the C++ source code of ETCPack from Ericsson into Java (thought of doing an NDK library but the source code is written for Windows so calls Windows specific sys…
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On latest develop, I can't get any ETC1 compressed textures to load.
If there is no mipmap, it fails here: https://github.com/MonoGame/MonoGame/blob/develop/MonoGame.Framework/Content/ContentReader…
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```
-What steps will reproduce the problem?
call rg_etc1::pack_etc1_block_init();
-What is the expected output? What do you see instead?
it should work, do nothing. Instead it does:
rg_etc1.cpp:19…