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Android texture compression mapping Unity to Manifest

Discussion in 'Android' started by selzero, Mar 13, 2014.

  1. selzero

    selzero

    Joined:
    Dec 3, 2009
    Posts:
    32
    Hi Guys,

    Normally I would post a forum entry for something I cannot find online, this is slightly the opposite. Can we clear this issue up once and for all please?

    I currently have an android build for PVRTC. I selected the PVRTC (PowerVR) option from the drop down on the build settings, and I add the following to the manifest:

    <supports-gl-texture android:name="GL_IMG_texture_compression_pvrtc" />

    So Google play knows that this is the build to use for PVRTC.

    I know that:

    PVRTC (Power VR) = GL_IMG_texture_compression_pvrtc
    DXT (Tegra) = GL_EXT_texture_compression_dxt1

    How do we match up the others?? What are the Google play filter strings? Can someone clarify so that we don't need to search a zillion pages every time?
     
  2. musikit

    musikit

    Joined:
    Jan 30, 2012
    Posts:
    160
  3. selzero

    selzero

    Joined:
    Dec 3, 2009
    Posts:
    32
    Thanks Musikit,

    I know that page but it doesn't really answer the question.

    For example, I guess:

    GL_AMD_compressed_ATC_texture = ATC

    Which one do I use for ASTC?

    I'm guessing:

    GL_OES_compressed_ETC1_RGB8_texture = ETC1?

    Which one is ETC2?

    I can see the tags, but have no idea which one maps to the setting in the build window.
     
  4. pweeks

    pweeks

    Joined:
    Mar 29, 2011
    Posts:
    104
    i've been googling all morning for the same answer

    i "think" this for astc
    GL_OES_texture_compression_ASTC

    but i still can't fine one definitive answer for etc2
    i did find this link
    https://www.opengl.org/registry/specs/ARB/ES3_compatibility.txt

    that had this info
    The ETC2 and EAC texture compression formats added to OpenGL-ES 3.0
    OES_compressed_ETC2_RGB8_texture,
    OES_compressed_ETC2_sRGB8_texture,
    OES_compressed_ETC2_punchthroughA_RGBA8_texture,
    OES_compressed_ETC2_punchthroughA_sRGB8_alpha_texture,
    OES_compressed_ETC2_RGBA8_texture,
    OES_compressed_ETC2_sRGB8_alpha8_texture,
    OES_compressed_EAC_R11_unsigned_texture,
    OES_compressed_EAC_R11_signed_texture,
    OES_compressed_EAC_RG11_unsigned_texture and
    OES_compressed_EAC_RG11_signed_texture are required.

    it would be nice if google also listed the "complete" list of <supports-gl-texture> instead of saying here are some "common" options