2011/11/7 Jeff Gilbert <
jgil...@mozilla.com>:
> For what it's worth, there have been a number of requests (especially from WebGL developers) for a lossy image format with an alpha channel, for use as RGBA textures. XR would definitely fit the bill.
Seconded: the lack of a lossy compressed format with alpha is one of
the biggest missing GFX piece for web-based gaming, as it turns out
that most textures in games make use of the alpha channel for all
sorts of effects.
I'm concerned about the process here. I believe that the worst outcome
would be to have to support both JPEG XR and WebP. One way to get into
that bad situation would be if we accepted one too quickly, and then
the other one turned out to be better, and we'd face the dilemma of
sticking with the wrong one, or supporting both.
So I don't think that we should be telling Microsoft "here are the two
things that you have to do before we accept JPEG XR for web content".
We should rather be saying "Here are two very important things that we
care about, that we'll consider if and when we choose a
next-generation image format for web content".
Benoit
it's very important here to let competition between JPEG XR and WebP
sort out a clear winner, if possible, before