I think there is a possible bug in the implementation of the compressed texture array, although I may just be missing something.
I have created compressed versions of my textures. However, when I set my engine to use them, I get an error finding the compressed version of the environment.dds file.
babylon.js:16 BJS - [15:47:13]: e failed when trying to load https://www.babylonjs-playground.com/textures/environment.dds, falling back to the next supported loader
Yeah, when I did ktx, I don’t think there even was an environment texture. Babylon.js is now a little too complicated for me to work directly in Engine.
Loading environment first should go through, blissfully unaware of what is to come.
I see! For some reason that wasn’t working for me but maybe I was just not paying close enough attention. But can you point me in the direction of where that code lives? I wonder if I can take a stab at it by adding an exclusion array?
Thanks, it’s passing all tests now, but when I run it in the local test bed it doesn’t see a new method I’ve created. I assume that’s because the d.ts files aren’t being updated somehow?
var available = ['-astc.ktx', '-dxt.ktx', '-pvrtc.ktx', '-etc1.ktx', '-etc2.ktx'];
var formatUsed = engine.setTextureFormatToUse(available);
engine['setCompressedTextureExclusions'](['.dds']);
So the method is there, it just doesn’t see it in the editor.
@sebavan thanks for helping me! Now that we’ve merged, should I see that method on the Playground? It’s in the master branch but the editor throws an error when I try and use it.