https://en.wikipedia.org/wiki/Ericsson_Texture_Compression
ETC2 and EAC[edit]
The 'ETC2' scheme expands ETC1 in a backwards-compatible way to provide higher quality RGB compression[6] as well as compression of RGBA data (RGB plus alpha).
The following ETC2 codecs are mandatory in OpenGL ES 3.0[7] and OpenGL 4.3:[8]
GL_COMPRESSED_RGB8_ETC2
— Compresses RGB888 data, the followup of ETC1.GL_COMPRESSED_RGBA8_ETC2_EAC
— Compresses RGBA8888 data with full alpha support.GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2
— Compresses RGBA data where pixels are either fully transparent or fully opaque.
sRGB variants of the above codecs are also available.
Backwards compatible (CONT.)
› ETC1 and ETC2 textures share a lot of blocks
› It is possible to store an ETC1 textures (for legacy devices) and ETC2 textures
(for OpenGL ES 3.0 devices) in a single file.
...헐? 한 파일에 ETC2 파일과 1파일을 유지할 수 있다고?
ETC2 is backward compatible with ETC1: If you have an old ETC1 texture, you
can load it as an ETC2 texture and the hardware will decode it correctly
헉?? ETC2로 하면 ETC1에서 돌릴 수 있다고??
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