Texture compression

Texture compression can be applied to reduce memory usage at runtime.

Texture data is often the largest source of memory usage in a mobile application.

These features are: Given the above, most texture compression algorithms involve some form of fixed-rate lossy vector quantization of small fixed-size blocks of pixels into small fixed-size blocks of coding bits, sometimes with additional extra pre-processing and post-processing steps.

Block Truncation Coding is a very simple example of this family of algorithms.

OpenGL and OpenGL ES, as implemented on many video accelerator cards and mobile GPUs, can support multiple common kinds of texture compression - generally through the use of vendor extensions.