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A metaverse which allows users to upload their own model, trade them, place them and construct world together, which means there will be hundreds and thousands model will be placed in one scene, so the file size of each model becomes crucial.
Describe the problem or limitation you are having in your project
Currently godot cannot load glb file which is compressed with KHR_texture_basisu texture, which will increase model download/load time, and also will occupy much more storage space.
Describe the feature / enhancement and how it helps to overcome the problem or limitation
The KHR_texture_basisu extension of GLTF 2.0 could compress all the textures to KTX2, which is GPU compatible with very small size.
Invoke gltfpack -tc -i input.glb -o output.glb will compress the model from 180MB to 28.5MB with nearly no notable difference which is a huge improvement.
Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams
Compile GLTF model with KHR_texture_basisu enabled and support KTX 2.0 texture format.
If this enhancement will not be used often, can it be worked around with a few lines of script?
No, cannot worked around with script.
Is there a reason why this should be core and not an add-on in the asset library?
GLTF support is i core itself.
The text was updated successfully, but these errors were encountered:
Godot 4.0.beta features Basis Universal encoding support, but it's only available in the editor. Basis Universal decoding support should be usable from an exported project though.
Calinou
changed the title
Support KHR_texture_basisu extension of GLTF 2.0
Support KHR_texture_basisu extension when loading glTF scenes
Nov 30, 2022
Describe the project you are working on
A metaverse which allows users to upload their own model, trade them, place them and construct world together, which means there will be hundreds and thousands model will be placed in one scene, so the file size of each model becomes crucial.
Describe the problem or limitation you are having in your project
Currently godot cannot load glb file which is compressed with KHR_texture_basisu texture, which will increase model download/load time, and also will occupy much more storage space.
Describe the feature / enhancement and how it helps to overcome the problem or limitation
The KHR_texture_basisu extension of GLTF 2.0 could compress all the textures to KTX2, which is GPU compatible with very small size.
Invoke
gltfpack -tc -i input.glb -o output.glb
will compress the model from 180MB to 28.5MB with nearly no notable difference which is a huge improvement.Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams
Compile GLTF model with KHR_texture_basisu enabled and support KTX 2.0 texture format.
If this enhancement will not be used often, can it be worked around with a few lines of script?
No, cannot worked around with script.
Is there a reason why this should be core and not an add-on in the asset library?
GLTF support is i core itself.
The text was updated successfully, but these errors were encountered: