04-27-2013 12:00 PM - edited 04-27-2013 12:01 PM
I have an app that uses only ETC1 compressed textures. The problem is that I don't have a BlackBerry 10 device, so I perform all my testing & debugging using the simulator, which works very well for non compressed textures. I'm getting 60 FPS with other apps (and I can't say this about Android and OpenGL ES 2 where I have like 2 FPS with the x86 emulator ) and I assume that is because it forwards all OpenGL commands to my GPU which is very powerful (HD7850). Now, the thing is that the Blackberry devices use ETC1 or PVR texture compression which is not available on my desktop GPU. It would be nice if the simulator would do an "on the fly" decompression into RGBA so I can have an accurate testing environment rather than just tell me that it has no texture compression extensions.
Now I'm a bit afraid to submit my app as I don't know how it will perform and I could only test by doing the decompression myself, but that's a lot of extra code and... well, it would've been nice if the Virtual Machine would do it for me. Any roadmaps for this ?
04-27-2013 10:19 PM
From what I know the simulator supports both PVRTC and ATC texture compression. I will check with our simulator team to confirm whether ETC is supported or whether there are plans to support it in the future. Will keep you posted.
05-10-2013 05:44 PM - edited 05-10-2013 05:53 PM
Sorry for the late response. I have followed-up on this internally and Daryl from our sim team will be responding soon.
05-13-2013 04:03 PM
The latest 10.1 Gold simulator supports texture compression for both ETC1 and PVR. We put a fair bit of work into unifying the texture compression so you can use the simulator for verification for both types, without the need to buy multiple devices.
This is all done in software and should be transperent to you.
Have you tried the latest simulator?
05-16-2013 08:01 PM
And where can I download that ?
I downloaded the latest version, which was BB10_1_X.1720 and I still don't see the ETC1 GL extension nor does it work (crashes when I call glCompressedTexImage2D )