emscripten itself doesn't know anything about textures and their 
compression, you'll have to check what compressed texture formats are 
supported by WebGL and use those. Unfortunately at least in WebGL1 you need 
to provide several compressed texture formats depending on target platform 
(DXT, PVRTC, ETC/ETC2, ATC etc...), there is no really useful common format 
across all platforms (at least if you target mobile, and not WebGL2 / 
GLES3). If you only target desktop systems then you only need to support 
DXT.

As a first step you should make sure that your textures have 'traditional' 
compression (zip, lzma or whatever) on top of the GPU-texture-compression, 
either make sure that the web server sends the files compressed (in this 
case you don't need to handle uncompression in the emscripten client, since 
that's done already by the browser), or by compressing them at build time, 
and uncompress them at load time in your code.

A lossy format like crunch (https://github.com/richgel999/crunch) would be 
the perfect solution since this could be decoded into several 
hardware-supported formats after loading, but just using DDS and adding zip 
compression also goes a long way.

Cheers,
-Floh.

Am Donnerstag, 7. April 2016 05:31:18 UTC+2 schrieb Nguyễn Ngọc Cảnh:
>
> Hello,
>
> I'm working on heavy game project. Raw data is too big. I don't see any 
> way to use compress texture.
> Does anyone know, how to use compress texture in Emscripten? What kind of 
> texture compress support by Emscripten?
>
> Looking forward to hearing your help!
>
> Thanks,
>

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