Gl_Compressed_Rgba8_Etc2_Eac

Gl_Compressed_Rgba8_Etc2_Eac



GL_COMPRESSED_RGBA8_ETC2_EAC — Compresses RGBA8888 data with full alpha support. GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2 — Compresses RGBA data where pixels are either fully transparent or fully opaque. sRGB variants of the above codecs are also available. EAC is built on the same principles as ETC1/ETC2 but is used for one- or.


[Android.Runtime.Register( GL_COMPRESSED_RGBA8_ETC2_EAC )] public const int GlCompressedRgba8Etc2Eac = 37496 val mutable GlCompressedRgba8Etc2Eac : int, GL_COMPRESSED_RGBA8_ETC2_EAC : 8 bits for four channels. Useful for normal textures with varying alpha values. GL_COMPRESSED_SRGB8_ALPHA8_ ETC2 _EAC: sRGB version of GL_COMPRESSED_RGBA8_ETC2_EAC . GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ ETC2 : 8 bits for three channels.


GL_COMPRESSED_RGBA8_ETC2_EAC : 8 bits for four channels. Useful for normal textures with varying alpha values. GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC: sRGB version of GL_COMPRESSED_RGBA8_ETC2_EAC . GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2: 8 bits for three channels.


When I open the OpenGL Extensions Viewer on android (on the newer Nexus 7), I see Texture GL_COMPRESSED_RGBA8_ETC2_EAC . So i guess i should look for that when querying the extensions. $endgroup$ – default Apr 9 ’14 at 17:21, GL_COMPRESSED_RGBA8_ETC2_EAC . Accepted by the parameter of CompressedTexImage2D. static int. GL_COMPRESSED_SIGNED_R11_EAC. Accepted by the parameter of CompressedTexImage2D. static int. GL_COMPRESSED_SIGNED_RG11_EAC. Accepted by the parameter of.


Description. Texturing allows elements of an image array to be read by shaders. glCompressedTexImage2D loads a previously defined, and retrieved, compressed two-dimensional texture image if target is GL_TEXTURE_2D, or one of the cube map faces such as GL_TEXTURE_CUBE_MAP_POSITIVE_X. (see glTexImage2D).. internalformat must be a.


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Texture conversion/compression tool. Contribute to paulvortex/RwgTex development by creating an account on GitHub .

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