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Update README.md
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@@ -302,7 +302,7 @@ ETC2 EAC RGBA and ASTC work around these issues, but these formats are still not
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Here are the major texturing scenarios the system supports:
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1. For color-only textures, you can transcode to whatever format your target device supports. Remember that PVRTC1 requires square power of 2 size textures, and there's nothing Basis can currently do to help you work around this limitation. (Basic supports non-square PVRTC1 textures, but iOS doesn't.) For devices which support both ASTC and PVRTC1, ASTC will be much higher qualiy. For devices supporting both PVRTC2 and ASTC, for most opaque textures you can probably use PVRTC2 which will conserve memory.
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1. For color-only textures, you can transcode to whatever format your target device supports. Remember that PVRTC1 requires square power of 2 size textures, and there's nothing Basis can currently do to help you work around this limitation. (Basic supports non-square PVRTC1 textures, but iOS doesn't.) For devices which support both ASTC and PVRTC1, ASTC will be much higher quality. For devices supporting both PVRTC2 and ASTC, for most opaque textures you can probably use PVRTC2 which will conserve memory.
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2. For alpha textures, you can create .basis files with alpha channels. To do this with the basisu compressor, either create 32-bit PNG files with alpha, or use two PNG files with the "-alpha_file" command line option to specify where the alpha data should come from. (For texture arrays, you can use multiple -file and -alpha_file command line options. Mipmap generation automatically supports alpha channels.)
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