Comments (4)
@lidonghai1 Basis handles texture compression, whereas Draco handles geometry compression. There's no reason you can't use both, they're independent, so if you're seeing errors with your demo I'd suggest using Stack Overflow or the forums for whatever WebGL engine (if any) you're using for the best help.
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I think Don's answer makes sense, so I'm closing this.
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Is it related to the resolution of the image? 768*1536 can be loaded
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Could be, but hard to say without more information to reproduce. Note that if you're transcoding to PVRTC1, the texture's dimensions must be powers of two. https://github.com/BinomialLLC/basis_universal#gpu-texture-format-support-details
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Related Issues (20)
- Will OpenCL 3.0 improve compression performance? HOT 1
- How to encode HDR format resource? HOT 2
- Webssembly version does not support jpg format HOT 1
- rename HOT 2
- Selecting which transcoders to use
- Is it possible ETC1S without lossy compression ?
- RuntimeError when encoding to UASTC with WASM HOT 1
- Transcode failure on iOS 17 HOT 3
- shrinking wasm for glTF extension support HOT 1
- build_emscripen.sh script error
- Error when I cross compile for arm64 under Windows HOT 2
- Does this project with WebGPU (web)? HOT 1
- Add prefix to cmake options
- losinglena.com domain expired HOT 1
- Setup documentation to remove etc1 global codebook selector
- Compile error in cppspmd_sse.h with C++23 HOT 1
- Remove reference to etc1_global_selector_codebook from transcoder wiki page HOT 2
- Balck Textures on android HOT 11
- Question about conversion from PNG to KTX2 and BC1-7 HOT 1
- build variations from number of cores
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