Texture formats
Posted: 16 Nov 2018, 03:34
Hello,
Just found this amazing library, and I'm going to use it with my project, but there are a few questions I would like to do about textures, I was checking the SDK and it shows that only a few formats are supported, I would be using it for a cross-platform game, and I am going to use specific textures formats per platform, ETC2 for Android (if it does not support ASTC), ASTC for Android & iOS (supported devices), PVRTC for iOS (if it doesn ' t support ASTC), BCn for Windows, etc ... are those textures supported, or am I forced to use uncompressed images for Android & iOS, and BCn for windows?
The textures would be loaded by our own texture provider, so it won't be a problem to load the textures into GPU from our part, but would like to know if " virtual TextureFormat::Enum GetFormat() const = 0;" is really necessary, or can we just upload our textures to GPU and let Noesis use it without care about "GetFormat" function?
Thank you!
Just found this amazing library, and I'm going to use it with my project, but there are a few questions I would like to do about textures, I was checking the SDK and it shows that only a few formats are supported, I would be using it for a cross-platform game, and I am going to use specific textures formats per platform, ETC2 for Android (if it does not support ASTC), ASTC for Android & iOS (supported devices), PVRTC for iOS (if it doesn ' t support ASTC), BCn for Windows, etc ... are those textures supported, or am I forced to use uncompressed images for Android & iOS, and BCn for windows?
The textures would be loaded by our own texture provider, so it won't be a problem to load the textures into GPU from our part, but would like to know if " virtual TextureFormat::Enum GetFormat() const = 0;" is really necessary, or can we just upload our textures to GPU and let Noesis use it without care about "GetFormat" function?
Thank you!