Hi.
I usually use PNG files for objects with transparency and JPG for standard textures. If I use PNG for standard materials, is this a difference in size/performance later?
Will PNG files be compressed during the export by Shapespark?
Hi.
I usually use PNG files for objects with transparency and JPG for standard textures. If I use PNG for standard materials, is this a difference in size/performance later?
Will PNG files be compressed during the export by Shapespark?
There won’t be a difference in size/performance. Input textures are converted into GPU compressed formats (DXT for desktops, PVRTC for ios and ETC1 for Androids). A handful of devices do not support any of these three formats, but for such devices PNG textures without transparency are converted to JPGs.
For quality using PNG textures as inputs may in some cases be slightly better, because it avoids double compression to lossy format (first to JPG, then to DXT/PVRTC/ETC1).
Okay. Thank you for your detailed explanation, @jan .
I have additional questions about the textures:
Are the image sizes identical in the folders img/large/dxt/ ***.ktx with img/small/std/ ***.jpg? Excuse me, I can’t open ktx files.
Whether the texture will be in the atlas or not, of which depends? Textures in the atlas are nearly last loaded.
Non-atlas textures change their dimensions by what rules? Examples: 1066x532px -> 1024x1024px and 1062x700px -> 1024x512px. Is it a recommendation that we adjust the texture ourselves to these dimensions?
I want the textures in the first scene to be loaded before the other textures in other rooms. How can I achieve this?
Viewer
tab to ensure all assets are available before the user can start navigating the scene.Thank you @jan
This is my load order, it seems like there is some rule in the order, or this is a lone case.
Could you describe your use case. do you need to extract the image to use it via JavaScript API?
Shapespark doesn’t keep and expose textures as images that could for example be used in HTML. One of the reason is that GPU compressed formats are supported only by WebGL, it is not possible to for example populate an HTML <img>
with DXT, ETC1 or PVRTC compressed texture.
I’m thinking of changing the name to textures that are in the atlas. The atlas included all my images whose name begins with the letter. Pictures not covered by Atlas are mostly numbered.
The load order from the internet has a descending sequence by numbers, right?
So what I need first to load from textures should start with number 9.
It looks naive but maybe it works?
Certainly, thank you for your time.
Is disabling progressive loader
not acceptable solution for you? This would be the easiest thing to do.
You could also put the important texture in some additional hidden place in the scene and make it repeat. This way the texture won’t be in atlas.
Jan, I’m doing a gallery for one artist. Pictures that are not in the atlas are certainly not repeated, and there are still black spots in the atlases.
You gave me good advice @jan . Progressive loader is not necessary in this situation. The presentation was commissioned to show artists paintings, not architecture.
I can tell you that the artist is extremely pleased with Shapespark’s capabilities.
Thank you!
great to hear that