• I have a question about using mipmap in ASTC Texture Format (Opengl ES)

    ahntaejun
    ahntaejun

    Hi everyone.

    I am now in a situation where I need to use the ASTC Texture format in my Opengl ES 3.0 environment.

    However, I can not apply Mipmap to ASTC format.

    Sample Images (bmp, png) changed to ASTC Format using Mali Texture Compress tool.

    However…

    • Answered
    • over 3 years ago
    • Graphics and Gaming
    • Graphics and Gaming forum
  • ASTC Evaluation Codec

    Sean Ellis
    Sean Ellis
    Mali has just published an evaluation codec for the new ARM Adaptive Scalable Texture Compression (ASTC) standard.

    For more information on ASTC, take a look at the ARM Multimedia Blog posts "ASTC Texture Compression: ARM Pushes the Envelope in Graphics…

    • over 6 years ago
    • Graphics and Gaming
    • Graphics and Gaming forum
  • ASTC Evaluation Codec now on GitHub

    Lorenzo Dal Col
    Lorenzo Dal Col

    The evaluation codec for Adaptive Scalable Texture Compression (ASTC) technology is now available on GitHub, making it easier for you to access, browse and contribute feedback. Previously the ASTC codec was released as a ZIP archive, including the source…

    • over 5 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • ASTC Does It - Part II: How To Use It

    Stacy Smith
    Stacy Smith

    This year at GDC I gave a presentation on our exhibition booth about using ASTC with different types of textures to get the best visual results. It’s interesting that in the past whenever I spoke about ASTC it was always about how it works, rather than…

    • over 5 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • Another Milestone for ASTC Texture Compression

    Tom Olson
    Tom Olson


    Time sure flies when you’re having fun! It’s been more than two years since SIGGRAPH Asia 2011 in Hong Kong, where I had the pleasure of unveiling our Adaptive Scalable Texture Compression (ASTC) technology. A lot has happened on the ASTC…

    • over 6 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • ASTC does it

    Stacy Smith
    Stacy Smith

    In 2011 I attended the ARM Global Engineering Conference, where I saw a presentation about a new algorithm used in texture compression. I expected it to be about colour space conversions and perceptual filters, but the entire talk was about number encoding…

    • over 7 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • More ASTC in ARM Mali GPUs - High Dynamic Range and 3D

    Sean Ellis
    Sean Ellis

    ARM's ASTC has been adopted by Khronos as the new industry-standard texture compression scheme. As I mentioned in a previous blog, ASTC supports both High Dynamic Range and three-dimensional texture compression, and I thought I would take some time…

    • over 7 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • ARM's ASTC Adopted by Khronos Group

    Sean Ellis
    Sean Ellis

    At SIGGRAPH today, the Khronos™ Group announced that the Adaptive Scalable Texture Compression (ASTC) technology developed by ARM and AMD has been adopted as an official extension to both the OpenGL and OpenGL ES graphics APIs. As you can probably…

    • over 7 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • ARM Unveils Details of ASTC Texture Compression at HPG Conference - Part 2

    Sean Ellis
    Sean Ellis

     In part one of this two-part post, I wrote about the first part of Tom Olson's paper from High Performance Graphics 2012. We saw how Bounded Integer Sequence Encoding allows ASTC  to have a finely graded tradeoff between the roles of bits in a block…

    • over 7 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
  • ARM Unveils Details of ASTC Texture Compression at HPG Conference - Part 1

    Sean Ellis
    Sean Ellis

     The internal details of ARM's Adaptive Scalable Texture Compression (ASTC) technology were launched this week at the High Performance Graphics conference in Paris, France.

    Tom Olson presented his paper entitled "Adaptive Scalable Texture Compression…

    • over 7 years ago
    • Graphics and Gaming
    • Graphics and Gaming blog
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