ASTC and the new midrange ARM Mali-T720 GPU

ASTC and the new midrange ARM Mali-T720 GPU
by Don Dingee on 02-11-2014 at 3:00 pm

When we last visited texture compression technology for OpenGL ES on mobile GPUs, we mentioned Squish image quality results in passing, but weren’t able to explore a key technology at the top of the results. With today’s introduction of the ARM Mali-T720 GPU IP, let’s look at the texture compression technology inside: Adaptive… Read More


What you compress may not be all you get

What you compress may not be all you get
by Don Dingee on 10-30-2013 at 4:00 pm

Now that we’ve looked at the basics, we wrap up this three-part series exploring PVRTC texture compression. We’ll take a brief look at PVRTC2, the latest version of the technology, and then explore the issues behind visual quality from several different angles.

PVRTC2 is supported on the newest Series5XT or Series6 GPU cores from… Read More


Texture decompression is the point for mobile GPUs

Texture decompression is the point for mobile GPUs
by Don Dingee on 09-18-2013 at 9:00 pm

In the first post of this series, we named the popular methods for texture compression in OpenGL ES, particularly Imagination Technologies PVRTC on all Apple and many Android mobile devices. Now, let’s explore what texture compression involves, what PVRTC does, and how it differs from other approaches.… Read More


Compressing OpenGL ES textures

Compressing OpenGL ES textures
by Don Dingee on 08-14-2013 at 6:00 pm

The 80s called, and they want lazy programming back. Remember “Mr. Mom”? Michael Keaton is talking about rewiring the house, and Martin Mull asks if he’s going to use all 220V, and Keaton responds “Yeah, 220, 221, whatever it takes.” Not knowing what’s inside can make you look silly.

Such is the case with OpenGL ES. Taking a look at … Read More