OpenGL texture compression tutorial - Skin Investigation

OpenGL texture compression tutorial

OpenGL 4.3 and OpenGL ES 3.0: Adaptive Scalable Texture Compression Extension (ASTC)

OpenGL 4.3, ASTC texture compression

Adaptive Scalable Texture Compression (ASTC) is a new texture compression technology that offers unprecendented flexibility, while producing better or comparable results than existing texture compressions at all bit rates. It includes support for 2D and 3D textures, with low and high dynamic range, at bitrates from below 1 bit/pixel up to 8 bits/pixel in fine steps.

The goal of this extension is to support the 2D, LDR-only (LDR: Low Dynamic Range) profile of the ASTC texture compression specification.

More information about ASTC (LDR version) can be found in the GL_KHR_compressed_texture_astc_ldr OpenGL extension.

Here is the Press-Release:

August 6th, 2012 – Los Angeles, SIGGRAPH 2012 – The Khronos™ Group today announced the immediate release of the royalty-free, Adaptive Scalable Texture Compression (ASTC™) LDR extension specification, defining a new, highly flexible texture compression scheme for developers using both the OpenGL® ES and OpenGL® 3D graphics APIs.OpenGL 4.3, ASTC texture compression ession technology which allows encoding of for a wide variety of texture formats at bit-rates of 8 bits per pixel to below 1 bit per pixel. ASTC is published as a Khronos extension, HR_compressed_texture_astc_ldr, which is available from the Khronos website at

“ASTC enables deep reductions in GPU memory bandwidth and application memory footprint, ” said Tom Olson, chair of the OpenGL ES working group. “This new technology offers a huge step up in image quality compared to the leading existing formats.” ASTC was developed under the cooperative process at Khronos and enables the size of textures images used in 3D games and applications to be significantly reduced while being downloaded and stored – saving memory size, access bandwidth and significantly reducing application size.

Aras Pranckevičius from game engine provider Unity 3D said: “ASTC is awesome! Texture compression that is higher quality, lower bitrate and with more control than any existing compression formats? Yes please!” ASTC supports monochrome, luminance-alpha, RGB and RGBA formats, as well as X+Y and XY+Z formats for surface normals, and provides the flexibility for any format to be encoded at any bit rate. Uniquely, the encoding method is chosen independently for each block of pixels in the image, so that the coding adapts dynamically to most efficiently represent the image region-by-region. Advanced fractional-bit encoding and dynamic tradeoffs between the different types of data in each block means that ASTC outperforms all currently available texture compression schemes in image quality, and GPU power consumption, while processing compressed textures.

“We’re proud of ASTC and the benefits in reduced memory bandwidth and improved energy-efficiency that this innovative approach to compression will provide, ” said Jem Davies, ARM Fellow and Vice President of Technology, Media Processing Division, ARM. “It will drive standardization and help accelerate visual computing for advanced applications across a wide range of consumer devices.”

More about OpenGL texture compression tutorial

Solder resist

by uoip

Basically, the surface tension of the molten solder will make it cling to hot metal. It will avoid areas with solder resist. Actually, it won't stick well to PCB material even if the PCB material isn't covered in solder resist, but the solder resist is especially good at resisting heat and repelling solder.
If you use too much solder, you might accidentally create a temporary solder bridge, but that's easy enough to clean up and fix with a little bit of solder wick.
See this video. It shows soldering of fairly fine-pitch surface mount devices.

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