+* Phaser now supports Compressed Textures under WebGL. It will handle loading PVRTC, DDS, ETC1 and S3TC texture formats, with a TrueColor fallback for standard PNGs. Using compressed textures allows the GPU to decode, and access, the texture data much faster than traditional image compression schemes such as JPEG. iOS devices in particular benefit greatly from using PowerVR Texture Compression (PVRTC). The resulting textures take up less memory than their traditional counterparts, and when it comes to iOS, every bit of memory helps! Look at the new `Loader.texture` method for details on using this.
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