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Remove support for PVRTC texture encoding and decoding #56309
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I am ok with this. Not sure how to ping the wider community. |
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I think we can go ahead with this, just needs a rebase. A couple more occurrences to remove:
And well the |
Should be fine. For Metal, ETC2 should be supported by all iOS devices with PVRTC support - https://developer.apple.com/metal/Metal-Feature-Set-Tables.pdf For OpenGL ES 3.0, 2013+ iOS devices also have ETC2 support, in the old docs PVRTC textures are recommended (without explanation why). |
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As discussed on Rocket.Chat, |
On the only platform where PVRTC is supported (iOS), ETC2 generally supersedes PVRTC in every possible way. The increased memory usage is not really a problem thanks to modern iOS' devices processing power being higher than its Android counterparts.
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Thanks! |
On the only platform where PVRTC is supported (iOS), ETC2 generally supersedes PVRTC in every possible way. The increased memory usage is not really a problem thanks to modern iOS' devices processing power being higher than its Android counterparts.
This closes godotengine/godot-proposals#3688 and closes #50787.