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 -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to [email protected] To unsubscribe from this group, send email to [email protected] For more options, visit this group at http://groups.google.com/group/android-developers?hl=en

