I want to use a compressed normal map texture in mobile device. In DirectX , we can use BGFX_TEXTURE_FORMAT_BC5 / LATC2 for compressed two channels.
In mobile, maybe we can support GL_COMPRESSED_RG11_EAC as an equivalent. See issue : #1392
But ASTC may be the better choice since bgfx has already supported. #1410
https://en.wikipedia.org/wiki/Adaptive_Scalable_Texture_Compression
Unfortunately texturec has only support 4 channels images now. https://github.com/bkaradzic/bimg/blob/master/3rdparty/astc/astc_lib.cpp#L51-L55
I read the code today, the original astc lib ( https://github.com/ARM-software/astc-encoder ) support encoding 1 or 2 channels image, and texturec has already supported --normalmap option . @andrewwillmott , Could you add the support for it ? It seems that it's not very difficult IMO.
I want to use a compressed normal map texture in mobile device. In DirectX , we can use
BGFX_TEXTURE_FORMAT_BC5/LATC2for compressed two channels.In mobile, maybe we can support
GL_COMPRESSED_RG11_EACas an equivalent. See issue : #1392But
ASTCmay be the better choice since bgfx has already supported. #1410https://en.wikipedia.org/wiki/Adaptive_Scalable_Texture_Compression
Unfortunately texturec has only support 4 channels images now. https://github.com/bkaradzic/bimg/blob/master/3rdparty/astc/astc_lib.cpp#L51-L55
I read the code today, the original astc lib ( https://github.com/ARM-software/astc-encoder ) support encoding 1 or 2 channels image, and texturec has already supported
--normalmapoption . @andrewwillmott , Could you add the support for it ? It seems that it's not very difficult IMO.