# IMG\_texture\_compression\_pvrtc2 on windows emulator

**URL:** https://forums.imgtec.com/t/img-texture-compression-pvrtc2-on-windows-emulator/2245
**Category:** PowerVR Insider
**Tags:** pvrvframe
**Created:** [February 8, 2015, 9:41pm UTC](https://forums.imgtec.com/t/img-texture-compression-pvrtc2-on-windows-emulator/2245 "2015-02-08T21:41:53Z")
**Posts on this page:** 3
**Page:** 1

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### Author: ![ivanovich78-2](https://avatars.discourse-cdn.com/v4/letter/i/71c47a/32.png) [@ivanovich78-2](https://forums.imgtec.com/u/ivanovich78-2)
#### Post date: [February 8, 2015, 9:41pm UTC](https://forums.imgtec.com/t/img-texture-compression-pvrtc2-on-windows-emulator/2245/1 "2015-02-08T21:41:53Z")

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When I run the _05\_IntroducingPVRTools_ example project everything runs fine. However, after reencode the “Image.pvr” file as pvrtcII (2 or 4 bpp), the application shows the error:  
  
  
  
_PVRTTextureLoadFromPointer error: PVRTC not supported._  
  
  
  
For what I can see _GL\_IMG\_texture\_compression\_pvrtc2_ doesn’t seem like an available extension. The full list of extension I can see is:

> GL\_IMG\_read\_format GL\_IMG\_texture\_compression\_pvrtc GL\_IMG\_texture\_format\_BGRA8888 GL\_OES\_compressed\_ETC1\_RGB8\_texture GL\_OES\_mapbuffer GL\_EXT\_multi\_draw\_arrays GL\_OES\_element\_index\_uint GL\_OES\_depth\_texture GL\_OES\_texture\_float GL\_OES\_texture\_half\_float GL\_OES\_vertex\_half\_float GL\_OES\_fragment\_precision\_high GL\_OES\_standard\_derivatives GL\_OES\_vertex\_array\_object GL\_EXT\_discard\_framebuffer GL\_OES\_required\_internalformat GL\_IMG\_multisampled\_render\_to\_texture GL\_EXT\_shader\_texture\_lod GL\_OES\_egl\_sync GL\_EXT\_texture\_format\_BGRA8888 GL\_IMG\_shader\_binary GL\_IMG\_texture\_npot GL\_IMG\_texture\_stream2 GL\_OES\_get\_program\_binary GL\_IMG\_program\_binary GL\_IMG\_uniform\_buffer\_object GL\_EXT\_blend\_minmax GL\_EXT\_draw\_buffers GL\_EXT\_occlusion\_query\_boolean

  
  
I'm emulating OpenGL ES 2 under Windows 7 with Visual Studio 2013, SDK 3.4 (with SDK3.1 I have the same issue). My graphic card (if that matters) is a quite modern AMD Radeon HD 7800 Series.  
  
Is this the expected behaviour (i.e., pvrtcII not supported under windows emulation)?  
  
Thanks in advance!

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### Author: ![JoeDavis](https://sea1.discourse-cdn.com/flex015/user_avatar/forums.imgtec.com/joedavis/32/71_2.png) [@JoeDavis](https://forums.imgtec.com/u/JoeDavis)
#### Post date: [February 9, 2015, 9:06am UTC](https://forums.imgtec.com/t/img-texture-compression-pvrtc2-on-windows-emulator/2245/2 "2015-02-09T09:06:35Z")

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Hi,  
  
  
  
If you currently have a PVRVFrame device profile selected that doesn’t support PVRTCII, then the extension will be hidden from your application. Can you check which device profile you are using?  
  
  
  
The currently profile can be changed from the PVRVFrameGUI ‘Profile’ drop-down box. If you select _Host_, the emulator will expose every extension your host system can support.  
  
  
  
Thanks,  
  
Joe

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### Author: ![ivanovich78-2](https://avatars.discourse-cdn.com/v4/letter/i/71c47a/32.png) [@ivanovich78-2](https://forums.imgtec.com/u/ivanovich78-2)
#### Post date: [February 9, 2015, 10:09am UTC](https://forums.imgtec.com/t/img-texture-compression-pvrtc2-on-windows-emulator/2245/3 "2015-02-09T10:09:23Z")

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It seems that no matters which profile is selected, the extension is not available, even for ‘Host’ profile.  
  
  
  
Also I’ve sadly discovered that iOS is not exposing any API to load PVRTCII textures, even as the hardware supports it (from iPhone4S upwards if I’m not wrong). So I’ve basically no interest now in using PVRTCII in the emulator because my target is iOS anyway. It’s really a shame because the new features added by PVRTCII format fits perfectly for the kind of game we’re doing.
