On 2002.03.08 23:44 Ian Romanick wrote:
> 
>http://www.google.com/search?q=cache:cnr4U3YEJ_MC:www.ati.com/na/pages/corporate/press/1997/6317.html+%22texture+management%22&hl=en
> 
> I came across this when looking for something completely unrelated.  The
> 5th
> paragraph reads:
> 
> "3D RAGE PRO supports several methods of texture compression, including
> use
> of palletized textures, with VQ permitting 8:1 compression, allowing
> content
> developers to produce richer content without limits on texture size.
> Texture
> compression technology and the ability to share host memory gives the
> developer more memory to work with when handling complex textures and
> removes the need to write complicated texture management schemes."
> 
> VQ texture compression on Rage Pro?  Now, they aren't talking about DXTC,
> are they?  I wouldn't really call the VQ, but then again, I don't write
> press releases. :)  So here's the question for the guys working on the
> mach64 driver:  you guys know anything about this?  It is mentioned in
> the
> product specs simply as "texture decompression," but they also mention
> mipmapping. :(
> 
> http://www.ati.com/products/pc/xpert98/specs.html
> 
> --
> Tell that to the Marines!
> 

This is something interesting that I had also noticed when reading the 
chip specs, a TEX_COMPRESS bit that enabled 4:1 VQ compression. (the 8:1 
must be with palletized textures simultaneously). At that time I didn't 
fully understand what was the meaning of this so I left this for a later 
time.

With this we could compress the textures before feeding them into the 
driver isn't it? Or must we rely on the client to give them compressed?

Jos� Fonseca

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