Searching for Dxt Texture Support Not Found Android information? Find all needed info by using official links provided below.
https://forum.unity.com/threads/texture-compression-for-android-devices.516064/
Aug 30, 2018 · It seems that DXT5 compression gives best results in my case, but it is written that it's not supported on all android devices, but I've never found any statistics or reports on which exactly. ETC2 is written to be supported by almost all android devices, but also that it doesn't support alpha. Weird to read that in 2018.
https://stackoverflow.com/questions/17405188/missing-alpha-channel-in-dxt5-texture-on-android-device
Missing alpha channel in DXT5 texture on android device. Ask Question Asked 6 years, 5 months ago. ... I've managed to convert my textures from PNG to DXT and run the game on Galaxy Tab 10.1 with Nvidia Tegra 2 chipset. However there were no smooth alpha in my DXT5 formatted textures. ... Finally found the problem. OpenGL state of my game was ...
https://devtalk.nvidia.com/default/topic/548769/android-development/missing-alpha-channel-in-dxt5-texture-when-drawing-on-device/post/3880594/
Aug 01, 2013 · Missing alpha channel in DXT5 texture when drawing on device. Reply. Follow. Hello! I'm porting mobile game to Android and want to use compressed textures in OpenGL the same way I did on iOS with pvr textures. I've managed to convert my textures from png to dxt and run the game on Galaxy Tab 10.1 with Nvidia Tegra 2 chipset. However there were ...
https://github.com/MonoGame/MonoGame/issues/1418
Feb 18, 2013 · plan is to support DXT on Android where driver support is available, e.g. Tegra-based devices. As part of the MonoGame content build pipeline, we will also generate compressed textures using other compression schemes, such as PVRTC, ETC1, ATITC, etc so we cover all Android …
https://docs.unrealengine.com/en-US/Platforms/Android/Reference
Android SDK Support Library Android Toolchain Android NDK 12b Java SDK Apache Ant USB Driver ... If not found, then click New... next in the System section Enter the name and value. ... Android Texture Formats. Not all Android devices are made the same. In particular, there are 4 different kinds of rendering hardware.
https://docs.unity3d.com/Manual/class-TextureImporterAndroid.html
Compressed RGB Texture. This is the default Texture format for Android projects in Unity. ETC_RGB4 is a part of OpenGL ES 2.0 and is supported by all OpenGL ES 2.0 GPUs. It does not support alpha. 4 bits per pixel (32 KB for a 256x256 Texture). RGB Crunched ETC: Compressed RGB Texture.
http://www.theappguruz.com/blog/graphics-optimization-in-unity
"Although Unity Android does support DXT/PVRTC/ATC textures, Unity will decompress the textures into RGB(A) format at runtime if those compression methods are not supported by the particular device in use. This could have an impact on the GPU rendering speed"
https://github.com/MonoGame/MonoGame/issues/1783
Jun 10, 2013 · In our Windows/DirectX application the lowest resolution mipmap levels of DXT textures are black. There is following code in Texture2D: // For DXT textures the width and height of each level is a multiple of 4. // The last two mip levels...
https://docs.unrealengine.com/en-US/Platforms/Mobile/Android/PackagingAndroidProject
In the File menu, go to Package Project > Android and select the Texture format you want to package. For this example, we will choose Android ETC1 as it is supported by all devices. Different devices support different Texture formats depending on the hardware they run on.
https://blogs.unity3d.com/2017/11/15/updated-crunch-texture-compression-library/
Nov 15, 2017 · Support for Crunch texture format was first added in Unity 5.3. In Unity 2017.3, we are introducing an updated version of the Crunch compression library. Textures compressed with Crunch are first decompressed to DXT and then uploaded to the GPU at runtime. Crunched textures not only use less space, but they can be also decompressed really fast.
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