Hmm, the OpenGL ES 1.0 spec says OES_compressed_paletted_texture is a
required extension in both Common and Common-Lite profiles:
https://www.khronos.org/registry/gles/specs/1.0/opengles_spec_1_0.pdf

Looks like the method/constants are there too:
http://www.khronos.org/opengles/documentation/opengles1_0/html/glCompressedTexImage2D.html

http://developer.android.com/reference/android/opengl/GLES10.html#glCompressedTexImage2D%28int,%20int,%20int,%20int,%20int,%20int,%20int,%20java.nio.Buffer%29
http://developer.android.com/reference/android/opengl/GLES10.html#GL_PALETTE4_R5_G6_B5_OES

Haven't tried them myself, though.

On Dec 27, 7:19 pm, Steve <[email protected]> wrote:
> Hi there,
>
> I am looking to improve performance of my OpenGL engine (for games),
> and something that has come up a few times is texture compression, the
> problem is when it 'comes up' there only seems to be vague details -
> so I spent some time tonight trying to get to the bottom of it, and
> failed. So I hoped someone here might know more specifically:
>
> What is the best texture compression format to use for Android? It
> appears to me that this varies per device, with the main (only?) two
> being ATITC and PVRTC. I am able to dig up reasonable details on PVRTC
> (as it is used on iPhone), but as of yet I am yet to find out exactly
> how to create an ATITC texture and load it on Android (I've been lead
> towards 'The Compressonator' tool from ATI/AMD, but there is no
> 'ATITC' compression option). The method I have seen mentioned is some
> form of palletised textures, does anyone know if this is a feature
> supported on all Android implementations (guaranteed by the OpenGL:ES
> 1.0 spec) or once again, or just supported on certain devices?
>
> I have been trying to keep things simple by having one package for my
> entire game, and have tried to keep it under 10 MB (which is hard, as
> it is a rather large game), but if in order to get best performance/
> lowest memory foot print, I need to store the textures in multiple
> formats, I think I am going to be out of luck, and instead will need
> to investigate having a downloader built in to the game, to download a
> texture pack suitable for the device (which to me doesn't feel like a
> nice setup). Am I going to end up needing separate texture files,
> audio files, native libs, higher/lower resolution files, to support a
> good chunk of platforms?
>
> So I guess in short I am hoping someone might be able to tell me what
> compression method(s) are best to support, whether multiple methods
> should be supported (ideally), and what sort of performance/memory win
> can be had from implementing them. Finally some source code/links to
> tools to do all this would be handy.
>
> Can anyone help? Has anyone actually managed to do any of this?
>
> Steve

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