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Month: February 2026

Runtime Mipmap Generation

Posted on February 18, 2026 / 1 Comment

One of the advantages of runtime texture compression is that mipmaps can also be computed at runtime and do not need to be transmitted. In contrast, offline cod...

An Updated Sponza glTF

Posted on February 9, 2026 / 1 Comment

The other day I was looking at this clustered shading WebGPU demo and was surprised by the jarring texture compression artifacts: The glTF model using KTX ETC1S...

Normal Map Compression Revisited

Posted on February 4, 2026 / 2 Comments

Normal maps are one of the most widely used texture types in real-time rendering, but they’re also a bit unusual. They don’t represent color, rely on geometric ...

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Recent Comments

  • Encoding Render Targets for Free with Tile Shaders – Ignacio Castaño on Writing to Compressed Textures in Metal
  • Encoding Render Targets for Free with Tile Shaders – Ignacio Castaño on Spark 1.4
  • Spark 1.4 – Ignacio Castaño on Spark for Unity
  • Spark 1.4 – Ignacio Castaño on The True Size of ASTC Textures
  • Shadowmap Bias – Render Diagrams on Shadow Mapping Summary

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