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Rename demo folders.
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@@ -2,16 +2,19 @@
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### Texture Demo
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`index.html` uses the transcoder compiled to wasm with emscripten and renders the texture. Currently supporting following texture formats:
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`texture/index.html` renders a single texture, using the transcoder (compiled to WASM with emscripten) to generate one of the following compressed texture formats:
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* BC1
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* BC3
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On browsers that don't support BC1 (Firefox is one), there's a low-quality fallback code path for opaque textures (but no fallback for BC3 yet). Note that the fallback path only converts to 16-bit RGB images at the moment, so the quality isn't as good as it should be.
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### glTF 3D Model Demo
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`gltf-demo/index.html` renders a glTF 3D model with `.basis` texture files, transcoded into one of the following compressed texture formats:
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`gltf/index.html` renders a glTF 3D model with `.basis` texture files, transcoded into one of the following compressed texture formats:
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* DTX (BC1)
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* Tested in Chrome (Linux and macOS) and Firefox (macOS).
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* ETC1
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@@ -22,9 +25,9 @@ On browsers that don't support BC1 (Firefox is one), there's a low-quality fallb
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The glTF model in this demo uses a hypothetical `GOOGLE_texture_basis` extension. That extension is defined for the sake of example only – the glTF format will officially embed Basis files within a KTX2 wrapper, through a new
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extension that is currently in development.
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Both demos requires WebAssembly and WebGL support.
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Both demos require WebAssembly and WebGL support.
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## Testing locally
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@@ -38,10 +41,10 @@ The console will display a `localhost` URL for local testing, and (on supported
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## Building transcoder locally
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Prebuilt versions of `basis_transcoder.js` and `basis_transcoder.wasm` are included in the `wasm/build/` folder, and are sufficient for local demos. To build the transcoder yourself, first install emscripten ([tutorial](https://webassembly.org/getting-started/developers-guide/)) and cmake ([download](https://cmake.org/download/)). Then run:
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Prebuilt versions of `basis_transcoder.js` and `basis_transcoder.wasm` are included in the `transcoder/build/` folder, and are sufficient for local demos. To build the transcoder yourself, first install emscripten ([tutorial](https://webassembly.org/getting-started/developers-guide/)) and cmake ([download](https://cmake.org/download/)). Then run:
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```shell
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cd webgl/wasm/build/
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cd webgl/transcoder/build/
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emcmake cmake ../
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make
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```
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