Open ninerdelta opened 6 years ago
The underlying renderer can accept compressed textures but they are not handled by the rest of the pipeline at this point.
any updates on this ? We need a better compression format for our textures than .png, but are stuck with it because the importer does not work with opacity maps.
I was testing ETC1 textures (converted from .PNG) using
Texture.Builder
and then using.setSource(Callable<InputStream>)
but get the warning "the InputStream is not a valid bitmap". Setting the source from a .PNG works fine, but looking at memory it looks like it just gets unpacked to a bitmap. Is there currently a path, or plans to add a path, for using formats like ETC1/2 or ASTC?