Thanks
Sounds good, samples are clear and very understandable.
Thanks
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I think I can't put uncompressed data. As WebGL and drivers do not support compression. So one has to use JS based compressor (theoretically :)
Evgeny
"A few ideas for future examples:"
- compressed textures
1. if I have procedural texture, can I put uncompressed data?
2. how shall I put Uint8 data into COMPRESSED_R11_EAC texture?
Tarek, as for me, I'd like to see short comments (a few words or reference) about used algorithms.
E.g. I think there are many "order-independent transparency" algorithms.
Evgeny
05.04.2017 22:56, Tarek Sherif пишет:
Thanks all. Does anyone know of good resources for algorithms that use the features Ken suggested?
On Wednesday, 5 April 2017 02:48:12 UTC-4, Evgeny wrote:It's a good idea.
I'm using atlases for flowers (in WebGL 1) and have a few problems with
texture borders (my accuracy mainly) and texture minification (in near
future).
Evgeny
04.04.2017 23:07, Kenneth Russell пишет:
> A few ideas for future examples:
>
> - Something using texture arrays to demonstrate more effective
> texture atlasing than was convenient in WebGL 1.0
>
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Brandon Jones' texture tester is a pretty great resource for how to deal with compressed textures: https://github.com/toji/texture-tester
I do provide links in the source code to my references for the more complex algos: