Arm Community
Site
Search
User
Site
Search
User
Groups
Education Hub
Distinguished Ambassadors
Open Source Software and Platforms
Research Collaboration and Enablement
Forums
AI and ML forum
Architectures and Processors forum
Arm Development Platforms forum
Arm Development Studio forum
Arm Virtual Hardware forum
Automotive forum
Compilers and Libraries forum
Graphics, Gaming, and VR forum
High Performance Computing (HPC) forum
Infrastructure Solutions forum
Internet of Things (IoT) forum
Keil forum
Morello forum
Operating Systems forum
SoC Design and Simulation forum
SystemReady Forum
Blogs
AI and ML blog
Announcements
Architectures and Processors blog
Automotive blog
Graphics, Gaming, and VR blog
High Performance Computing (HPC) blog
Infrastructure Solutions blog
Internet of Things (IoT) blog
Operating Systems blog
SoC Design and Simulation blog
Tools, Software and IDEs blog
Support
Arm Support Services
Documentation
Downloads
Training
Arm Approved program
Arm Design Reviews
Community Help
More
Cancel
Support forums
Graphics, Gaming, and VR forum
compression to PKM
Jump...
Cancel
Locked
Locked
Replies
8 replies
Subscribers
136 subscribers
Views
9581 views
Users
0 members are here
OpenGL ES
Mali Texture Compression Tool
Options
Share
More actions
Cancel
Related
How was your experience today?
This discussion has been locked.
You can no longer post new replies to this discussion. If you have a question you can start a new discussion
compression to PKM
Irfan Ziaulla
over 11 years ago
Parents
Pete
over 11 years ago
Note: This was originally posted on 21st March 2013 at
http://forums.arm.com
Hi Irfan,
I don't think it will make any difference moving to OpenGL ES 3.0 unless you *need* to use ETC2 since OpenGL ES 2.0 only supports ETC1.
I suspect the problem must be in the texture loader code, not recognizing the output file from the Mali Texture Compression Tool.
Can you tell us more about what engine or library code you are calling to load the textures? If I were investigating this I would try and debug the code to step through and find where the error message is generated, and which test is performed just before the error message is reported - this should narrow down which part of the file format the loader thinks is wrong.
HTH, Pete
Cancel
Up
0
Down
Cancel
Reply
Pete
over 11 years ago
Note: This was originally posted on 21st March 2013 at
http://forums.arm.com
Hi Irfan,
I don't think it will make any difference moving to OpenGL ES 3.0 unless you *need* to use ETC2 since OpenGL ES 2.0 only supports ETC1.
I suspect the problem must be in the texture loader code, not recognizing the output file from the Mali Texture Compression Tool.
Can you tell us more about what engine or library code you are calling to load the textures? If I were investigating this I would try and debug the code to step through and find where the error message is generated, and which test is performed just before the error message is reported - this should narrow down which part of the file format the loader thinks is wrong.
HTH, Pete
Cancel
Up
0
Down
Cancel
Children
No data