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Memory: Compress and Resize Textures #38
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I have a plan in my head regarding textures: |
Early research showed the following conclusions:
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Kudos to you, based on your notes your approach looks promising! You probably already saw this but just in case it's useful for you in any way, FYI for the WebGL client, the kernel processes GIFs in a webworker/thread, stores the texture and sends a pointer to the texture to unity and in unity the image is loaded from that pointer. |
@mikhail-dcl @m3taphysics do we have a test set of images that we would support? I need it to make a playground and to test the solution |
@mikhail-dcl FreeImage uses BGR by default on Little-Endian machines, we have to set it manually during lib's compilation // Color-Order: |
It's finished partly with #2568 PR, MipMap and Gif supports remain to do |
New description
How it works now
Expected Behavior
Nice to have
Possible Solution
Benefits
Old description
Output should be a texture in a GPU-friendly format (that can be uploaded to GPU without additional conversions, e.g. by
SetRawData
)It's possible to retrieve textures from an external source; in this case it can't be preprocessed
Unity does not expose API for decoding textures on a worker thread. Unity support recommended using an external library, e.g. FreeImage
I tried to integrate it in the past without any success, and it was not straightforward at all.
I found a topic where a guy tried to do the same without success either.
Just like for Meshes we should introduce different levels of LODs, LODs can be used as mip-maps
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