▲ | jms55 3 days ago | ||||||||||||||||||||||
I've been evaluating texture compression options for including in Bevy https://bevy.org, and there's just, not really any good options? Requirements: * Generate mipmaps * Convert to BC and ASTC * Convert to ktx2 with zstd super-compression * Handle color, normal maps, alpha masks, HDR textures, etc * Open source * (Nice to have) runs on the GPU to be fast I unfortunately haven't found any option that cover all of these points. Some tools only write DDS, or don't handle ASTC, or want to use basis universal, or don't generate mipmaps, etc. | |||||||||||||||||||||||
▲ | xyzsparetimexyz 3 days ago | parent | next [-] | ||||||||||||||||||||||
Why not just use BC7 (BC6H for HDR) textures on desktop and ASTC on mobile? There's no need to ship an format like basisu that converts to both. There are rust bindings for both the Intel ispc BC(n) compressor and ASTCenc. Oh but if you care about GPU support then I'm pretty sure https://github.com/GPUOpen-Tools/Compressonator has GPU support for BC(n) compression at least. Could rip those shaders out. | |||||||||||||||||||||||
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▲ | raincole 3 days ago | parent | prev | next [-] | ||||||||||||||||||||||
What did bevy end up using? | |||||||||||||||||||||||
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▲ | BriggyDwiggs42 3 days ago | parent | prev [-] | ||||||||||||||||||||||
Oh cool I used bevy for something. Really good shit |