Hello, been trying to use device specific textures for performance and memory reasons. It’s going well on other platforms except iOS. Here is what this PG ( https://www.babylonjs-playground.com/#5I4TDH#14 ) looks like on iOS.
( pvrtc ktx on left, ktx2 on right )
This is what the diffuse maps look like in PVRTexTool
(pvrtc ktx)
(ktx2)
Any help much appreciated : )
I think @bghgary was investigating something similar recently
What version of iOS are you running?
It looks like only specific PVRTC formats are supported on the web.
WebGL WEBGL_compressed_texture_pvrtc Extension Specification (khronos.org)
const GLenum COMPRESSED_RGB_PVRTC_4BPPV1_IMG = 0x8C00;
const GLenum COMPRESSED_RGB_PVRTC_2BPPV1_IMG = 0x8C01;
const GLenum COMPRESSED_RGBA_PVRTC_4BPPV1_IMG = 0x8C02;
const GLenum COMPRESSED_RGBA_PVRTC_2BPPV1_IMG = 0x8C03;
The format in the ktx is 35415 (0x8A57) which apparently is GL_COMPRESSED_SRGB_ALPHA_PVRTC_4BPPV1_EXT.
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Thank you @bghgary ! I guess sRGB not supported. ASTC seems to work fine instead as a workaround on device
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