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Should we consider downsampling textures when they are loaded, fi they are too big (for some definition of too big)

Open blairmacintyre opened this issue 5 years ago • 2 comments

Part of me thinks, NO, we don't want to coddle people by downloading huge files and fixing them.

On the other hand, we can print gratuitous warning in the console when we get it up, and do very aggressive down sampling to "encourage compliance." It is awkward to manually do it (e.g., one scene a strudent download from sketchfab hand a few dozen image files). And if the students only have the .glb, they can't fix it.

Also, many Sketchfab files have massive images. Most hare 2048x2048, some 4096x4096, and I saw an 8K one today! I've been suggesting 512x512. But, we could do something like cap at 256 (to encourage them to play nice).

blairmacintyre avatar May 24 '19 19:05 blairmacintyre

At the very least we should calculate an estimate of the texture sizes, plus of course the size of the binary download, and show it to the user. That should be fairly easy.

joshmarinacci avatar May 24 '19 21:05 joshmarinacci

For display of it, added #158, this could be part of "all the things we should add as part of cleaning up the side panels and info sheets for assets"

blairmacintyre avatar May 25 '19 10:05 blairmacintyre