I have been using the official release version of OpenFL,
Because I don’t know if using the beta version will cause any other issues ..
It’s the in development version, so pre-release perhaps?
That’s sensible. I nod to the development release version as confirmation the issue with ETC2 was hopefully identified and addressed. You can temporarily try it to see if it does indeed resolve the issue you encountered.
To switch back to the 9.5.0 release of OpenFL after testing, you’d run this:
haxelib set openfl 9.5.0
Depending on when you plan to release your game, you could always come back to the question of ATF (and ETC2) based textures at a later date. Perhaps by then, 9.6.0 would have been released.
Okay, I understand. Thank you very much
As a bonus note
you can always just grab the updated openfl/display3D/textures/TextureBase.hx file from the 9.6.0-dev branch and place that within your projects source folder, maintaining the file’s existing package path. That file is all that is needed to correct ETC2 support.
Haxe will then use that version of that class in your project instead of your installed OpenFL version. Stated differently, it’ll override the OpenFL version of openfl.display3D.textures.TextureBase.
Great, this is great. Have you tested this method?
Yes, it’s how you might add a project specific feature or customisation to OpenFL or Starling (or another lib) on a per-project basis. It’s also a useful way of testing a potential patch or issue without overwriting the original source.
PNG needs to be decoded and uploaded to GPU each time. So it’s faster to use compressed features. It’s not only a matter of memory.
