These are chat archives for pixijs/pixi.js

4th
Nov 2017
Ivan Popelyshev
@ivanpopelyshev
Nov 04 2017 11:38
no, it wont. The idea is to configure web-server that it gzips pvrtc before sending
also switch on static gzip if its under heavy load
gzip is the part of protocol, not the file itself
its managed by web-server and browser
server sends gzipped file instead of normal one, and browser unzips it , and gives normal file to JS side
gzip by default is enabled for html/css, but not for other file extensions. You have to manually enable it in config, and if your server is under heavy load, configure and enable "static gzip"
Ivan Vodopiviz
@ivodopiviz
Nov 04 2017 11:45
Gotcha, thanks for the explanation. I thought only standard stuff could be compressed that way
Ivan Popelyshev
@ivanpopelyshev
Nov 04 2017 11:48
well, its the best way unless somehow browsers start support for formats like BASIS/CRUNCH. Making JS-side uncompressor is not effective :( At least for our game emscripten-ed crunch was too slow.
Ivan Vodopiviz
@ivodopiviz
Nov 04 2017 12:01
In this particular case, I’m trying to find the right spot between transmission time and vram size
Ivan Popelyshev
@ivanpopelyshev
Nov 04 2017 12:01
vram size doesnt depend on gzip
Ivan Vodopiviz
@ivodopiviz
Nov 04 2017 12:02
I know, but atm we’re using PNGs
Ivan Popelyshev
@ivanpopelyshev
Nov 04 2017 12:02
but yeah, PNG can be switched to DDS/PVR with gzip
its not good for transmission time without gzip
Ivan Vodopiviz
@ivodopiviz
Nov 04 2017 12:02
Exactly, that’s what I’m trying to do
The deployment guys are going to hate me though haha
Ivan Popelyshev
@ivanpopelyshev
Nov 04 2017 14:39
one really good thing is that I've added support for non-premultiplied textures in pixi
otherwise there would be big problem with alpha and blendmodes over compressed textures
Ivan Vodopiviz
@ivodopiviz
Nov 04 2017 18:17
yeah, I've seen the docs
you've done a great job man