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 _______________________________________________ Dri-devel mailing list [EMAIL PROTECTED] https://lists.sourceforge.net/lists/listinfo/dri-devel
