Title: Start Accepting Credit Cards today
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Ok. I didn't understand the format that the card was expecting. A
large misunderstanding on my part. Thank you for clearing that up.
-Al
On Fri, 2002-06-07 at 14:07, Ian Romanick wrote:
> On Fri, Jun 07, 2002 at 01:31:59PM -0400, Al Tobey wrote:
> > So, I'm guessing that textures aren't loade
Howzit?
First off I really should change my Subject line more often.
> > I've been thinking, dangerous yes I know, but DRI (desperately)
> > needs people willing to program C for the drivers or look for
> > bugs etc -right?
>
> We do need people...we're not desperate. It's amazing what a few *
On Fri, Jun 07, 2002 at 11:05:21AM -0700, Ian Romanick wrote:
> On Fri, Jun 07, 2002 at 06:10:55PM +0100, Michael wrote:
> > On Fri, Jun 07, 2002 at 09:42:08AM -0700, Ian Romanick wrote:
> > > It's an interesting idea, BUT unless you can get help from the card
> > > decompressing the JPEG on uploa
On Fri, Jun 07, 2002 at 01:31:59PM -0400, Al Tobey wrote:
> So, here's what I'm thinking, just to be clear:
> load texture
Let's say the texture loaded is 16-bit raw 256x256 texture.
> convert texture to lossy format
Now you have a jpg of that texture - much smaller
> convert back
Now you hav
On Fri, Jun 07, 2002 at 01:31:59PM -0400, Al Tobey wrote:
> I think my idea was misunderstood (just an idea!).
> I suggest convert->jpeg->original format because jpeg will remove some
> data from the texture resulting in something smaller. I'm only talking
> about at load time, up front reducing
On Fri, Jun 07, 2002 at 01:31:59PM -0400, Al Tobey wrote:
> So, I'm guessing that textures aren't loaded into memory before starting
> the rendering? I don't really mind waiting a few more seconds for
> textures to load (if they're all loaded up front) if my app/game will
> run faster as a result
On Fri, Jun 07, 2002 at 06:10:55PM +0100, Michael wrote:
> On Fri, Jun 07, 2002 at 09:42:08AM -0700, Ian Romanick wrote:
> > It's an interesting idea, BUT unless you can get help from the card
> > decompressing the JPEG on upload (perhaps the Radeon iDCT unit could help?)
> > -or- you come up with
On Fri, Jun 07, 2002 at 01:31:59PM -0400, Al Tobey wrote:
>
> So, here's what I'm thinking, just to be clear:
> load texture
> convert texture to lossy format
> convert back
At this "convert back" part, you just expanded the image back to its
original uncompressed size. No gain and you lose ima
So, I'm guessing that textures aren't loaded into memory before starting
the rendering? I don't really mind waiting a few more seconds for
textures to load (if they're all loaded up front) if my app/game will
run faster as a result.
I think my idea was misunderstood (just an idea!).
I suggest co
On Fri, Jun 07, 2002 at 09:42:08AM -0700, Ian Romanick wrote:
> It's an interesting idea, BUT unless you can get help from the card
> decompressing the JPEG on upload (perhaps the Radeon iDCT unit could help?)
> -or- you come up with some sort of blazing fast, hand-tuned, assembly-coded
> JPEG dec
On Fri, Jun 07, 2002 at 04:14:14PM +0200, Michel Dänzer wrote:
> Sounds reasonable, except maybe for the flushes - do you mean the
> FLUSH_RING()s? I think removing those could hurt 2D responsiveness.
No, the flush caches that are done when the busy bit is finally clear.
(Based on a FLUSH_CACHE b
On Fri, Jun 07, 2002 at 09:42:22AM -0400, Al Tobey wrote:
> Here's the idea: would it be beneficial to convert a texture to a
> low-quality jpeg, then back again to take advantage of some of the
> inherent lossiness? It, in theory, should reduce the size of the
> texture without effecting the bi
Smitty wrote:
>
> Hi Jens
>
> I've been thinking, dangerous yes I know, but DRI (desperately)
> needs people willing to program C for the drivers or look for
> bugs etc -right?
We do need people...we're not desperate. It's amazing what a few *good*
people can do.
> Well I am a student and the
On Wed, 2002-06-05 at 20:57, Michael wrote:
> On Sun, Jun 02, 2002 at 06:14:08PM +0100, Michael wrote:
> > > I'll happily test any patches, just send them my way.
> >
> > Ok, I'll post something later...
>
> hmm, further playing around, I changed the CPWaitForIdle to use the
> non-CP WaitForIdl
Another wacky idea from the lurker:
I was looking at a voodoo? (yes, they still exist) review the other day
talking about texture compression and the effect it has on the texture
when finally rendered. While viewing the screenshots, it struck me that
the effects greatly resembled jpeg's lossines
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