Ignacio Castaño🍉
castano@mastodon.gamedev.place
<p>Master swimmer, mountain climber, and stand up coder. <br />I work on texture processing tools at Ludicon.<br />Formerly at Roblox, Thekla (The Witness), NVIDIA, OddWorld, Relic, Crytek.</p>
Posts
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Post #2381626
I thought aliasing buffers and compressed textures in order to write to them was a very bad idea, but after playing with it, it actually seems fine? https://www.ludicon.com/castano/blog/2026/04/writing-to-compressed-textures-in-metal/
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Post #2369987
Looks like I&#39;m locked out of both Apple and Google&#39;s developer programs. I let my memberships lapse while dealing with more pressing things, and now I&#39;m trying to restore them, but my Apple account is locked and Google is rejecting my re-enrollment with no explanation. I opened a support request with Apple two weeks ago and haven&#39;t heard nothing. I can&#39;t even figure out how to open one with Google. Does anybody know what avenues I have to resolve this?
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Post #1684273
Some reading for the weekend: Implementation details of Apple&#39;s lossy texture compression format. https://www.ludicon.com/castano/blog/2026/04/metal-lossy-compression-format/ Enjoy!
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Post #1164940
I&#39;m going camping this Thursday, so this week&#39;s blog post is out a little early. Larger ASTC block sizes save bandwidth, but may not save memory at all. I tested many iOS and Android devices to find the actual cost of memory alignment: https://www.ludicon.com/castano/blog/2026/04/the-true-size-of-astc-textures/