http://bugs.freedesktop.org/show_bug.cgi?id=12092
------- Comment #6 from [EMAIL PROTECTED] 2007-08-23 02:10 PST ------- (In reply to comment #5) > If the texture is not times of 8x4 bolck, COMPRESSED_RGB_FXT1_3DFX can > compensate additional texels to meet the 8x4 requirement. So it should > compress > any size texture correctly in sprite of some precision loss. That's true, I think the requirement to be able to compess non-8x4 sized textures comes from the fact this needs to work with small mipmaps even for pot-sized textures. However, in your example the colors are not even close to colinear. Remember, you have only 2 "true" colors per 4x4 block. Looks like the algorithm picks 2 from the original colors and interpolates the other 14 in a block with them (that is it does not try to find more optimal base colors not in the original 4x4 block). This is probably suboptimal for quality but is not really a bug. -- Configure bugmail: http://bugs.freedesktop.org/userprefs.cgi?tab=email ------- You are receiving this mail because: ------- You are on the CC list for the bug, or are watching someone who is. ------------------------------------------------------------------------- This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now >> http://get.splunk.com/ -- _______________________________________________ Dri-devel mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/dri-devel
