On 19.3.2011 16:06, Henri Verbeet wrote:
On 19 March 2011 12:24, Petr Sebor<[email protected]> wrote:
But just because we are all 'used to' simply check for the existence
of the GL_EXT_texture_compression_s3tc doesn't mean we really want to use it
at all.
Many of the current applications do not. Limited ARB_texture_compression is
sufficient enough
for all our needs.
Sure. All I'm saying is that as far as Wine is concerned, we wouldn't
use that kind of undocumented hack. There would have to be a proper GL
extension offering compressed formats but not runtime compression /
decompression. That doesn't necessarily mean you won't be able to
convince other Mesa developers that this is a good idea, just that
usefulness to Wine isn't one of the arguments.
Henri,
I apologize for touching Wine. It just immediately came to my mind knowing
all D3D games that can be played under it (and care about S3TC) already
come with precompressed data. I just thought this might be good thing
for its users.
Probably not.
And this is not an undocumented hack. ARB_texture_compression explicitly
defines mechanisms to work with 'unknown' formats providing a safe
passthrough.
Thats what glCompressedTexImage actually is for.
Petr
--
Petr Sebor / SCS Software [ http://www.scssoft.com ]
_______________________________________________
mesa-dev mailing list
[email protected]
http://lists.freedesktop.org/mailman/listinfo/mesa-dev