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 Thanks to Chas Boyd (Microsoft), for inspiring us to work on texture compression full-time. Chas also gave us great feedback about UASTC before it was released.
 
+Thanks to Mark Callow at Edgewise Consulting for his work on glTF and the KTX2 file format.
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 I first saw using precomputed tables for quickly computing optimal encodings of solid color blocks in ryg_dxt. The method that limits the canonical Huffman codelengths to a maximum codesize was used in Yoshizaki's lharc. The canonical Huffman codelength compression system is similar to Katz's Deflate method.
 
 ### Possible improvements