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I would be interested in trying to use this encoder in a webGL context, i.e. in the web. Have you considered offering a web assembly version? Your first listed use-case is likely to more common in a web context, i.e. I think this would make a lot of sense.
To quickly encode an uncompressed texture on the fly. When you need to use uncompressed texture for rendering (synthesised or fetched from the Internet), it may be a good option to compress it first using Goofy to save some device memory and performance.
Are there any plans for this, or are you aware of any potential pitfalls/reasons why it wouldn't work?
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