In Chrome, this reduces texture load time from 620 ms to 150 ms because it removes the PNG decoding work for the surface textures. We are still using PNG for the envmap, I'll fix that soon. Many web servers, including GitHub Pages, automatically use gzip encoding for these files. Over the wire these files actually are not much bigger than the PNG, even though they contain miplevels. Stay tuned for compressed textures, which should make this better.
37 lines
1.1 KiB
HTML
37 lines
1.1 KiB
HTML
<!DOCTYPE html>
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<html lang="en">
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<head>
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<meta charset="utf-8">
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<title>Suzanne</title>
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<link href="favicon.png" rel="icon" type="image/x-icon"/>
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<meta name="viewport" content="width=device-width,user-scalable=no,initial-scale=1">
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<style>
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body {
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margin: 0;
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overflow: hidden;
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}
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#filament-canvas {
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touch-action: none;
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width: 100%;
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height: 100%;
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}
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</style>
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</head>
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<body>
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<canvas id="filament-canvas"></canvas>
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<script src="suzanne.js"></script>
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<script src="filaweb.js"></script>
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<script>
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load({
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'albedo': load_rawfile('monkey/albedo.ktx'),
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'metallic': load_rawfile('monkey/metallic.ktx'),
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'roughness': load_rawfile('monkey/roughness.ktx'),
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'normal': load_rawfile('monkey/normal.ktx'),
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'ao': load_rawfile('monkey/ao.ktx'),
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'mesh': load_rawfile('monkey/mesh.filamesh'),
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'syferfontein_18d_clear_2k': load_cubemap('syferfontein_18d_clear_2k/', 9)
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});
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</script>
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</body>
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</html>
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