Re: [Dri-devel] texture compression and a thing to add to the driver support list.

2002-06-09 Thread Mike Mestnik
--- Leif Delgass <[EMAIL PROTECTED]> wrote: > On Sun, 9 Jun 2002, Michael wrote: > > > On Sun, Jun 09, 2002 at 12:11:58AM -0700, Mike Mestnik wrote: > > > --- Jacek Pop?awski <[EMAIL PROTECTED]> wrote: > > > > On Fri, Jun 07, 2002 at 09:42:22AM -0400, Al Tobey wrote: > > > > > I don't forsee a bi

Re: [Dri-devel] texture compression and a thing to add to the driversupport list.

2002-06-09 Thread Leif Delgass
On Sun, 9 Jun 2002, Michael wrote: > On Sun, Jun 09, 2002 at 12:11:58AM -0700, Mike Mestnik wrote: > > --- Jacek Pop?awski <[EMAIL PROTECTED]> wrote: > > > On Fri, Jun 07, 2002 at 09:42:22AM -0400, Al Tobey wrote: > > > > I don't forsee a big problem performance wise if the textures are mangled >

Re: [Dri-devel] texture compression and a thing to add to the driver support list.

2002-06-09 Thread Mike Mestnik
--- Michael <[EMAIL PROTECTED]> wrote: > On Sun, Jun 09, 2002 at 01:59:52AM -0700, Mike Mestnik wrote: > > --- Jacek Pop?awski <[EMAIL PROTECTED]> wrote: > > > On Sun, Jun 09, 2002 at 12:11:58AM -0700, Mike Mestnik wrote: > > > > Are there any cards or drivers that actually upload textures every

Re: [Dri-devel] texture compression and a thing to add to the driver support list.

2002-06-09 Thread Michael
On Sun, Jun 09, 2002 at 01:59:52AM -0700, Mike Mestnik wrote: > --- Jacek Pop?awski <[EMAIL PROTECTED]> wrote: > > On Sun, Jun 09, 2002 at 12:11:58AM -0700, Mike Mestnik wrote: > > > Are there any cards or drivers that actually upload textures every frame? > > > > I don't know any technical detai

Re: [Dri-devel] texture compression and a thing to add to the driver support list.

2002-06-09 Thread Mike Mestnik
--- Jacek Pop³awski <[EMAIL PROTECTED]> wrote: > On Sun, Jun 09, 2002 at 12:11:58AM -0700, Mike Mestnik wrote: > > Are there any cards or drivers that actually upload textures every frame? > > I don't know any technical details, but AFAIK some emulators (snes9x? xmame?) > draw virtual screen on t

Re: [Dri-devel] texture compression and a thing to add to the driver support list.

2002-06-09 Thread José Fonseca
On 2002.06.09 08:41 Jacek Popławski wrote: > On Sun, Jun 09, 2002 at 12:11:58AM -0700, Mike Mestnik wrote: > > Are there any cards or drivers that actually upload textures every > frame? > > I don't know any technical details, but AFAIK some emulators (snes9x? > xmame?) > draw virtual screen on t

Re: [Dri-devel] texture compression and a thing to add to the driver support list.

2002-06-09 Thread Michael
On Sun, Jun 09, 2002 at 12:11:58AM -0700, Mike Mestnik wrote: > --- Jacek Pop?awski <[EMAIL PROTECTED]> wrote: > > On Fri, Jun 07, 2002 at 09:42:22AM -0400, Al Tobey wrote: > > > I don't forsee a big problem performance wise if the textures are mangled > > > during the loading stage, but I'm still

Re: [Dri-devel] texture compression and a thing to add to the driver support list.

2002-06-09 Thread Jacek Popławski
On Sun, Jun 09, 2002 at 12:11:58AM -0700, Mike Mestnik wrote: > Are there any cards or drivers that actually upload textures every frame? I don't know any technical details, but AFAIK some emulators (snes9x? xmame?) draw virtual screen on texture. And animation is smooth. ___

Re: [Dri-devel] texture compression and a thing to add to the driver support list.

2002-06-08 Thread Mike Mestnik
I was going to CC Ian but coulden't get his address. --- Jacek Pop³awski <[EMAIL PROTECTED]> wrote: > On Fri, Jun 07, 2002 at 09:42:22AM -0400, Al Tobey wrote: > > I don't forsee a big problem performance wise if the textures are mangled > > during the loading stage, but I'm still learning ... >

Re: [Dri-devel] texture compression

2002-06-08 Thread Jacek Popławski
On Fri, Jun 07, 2002 at 09:42:22AM -0400, Al Tobey wrote: > I don't forsee a big problem performance wise if the textures are mangled > during the loading stage, but I'm still learning ... Please keep in mind that some applications update texture every frame.

Re: [Dri-devel] texture compression

2002-06-07 Thread Al Tobey
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

Re: [Dri-devel] texture compression

2002-06-07 Thread Michael
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

Re: [Dri-devel] texture compression

2002-06-07 Thread Michael
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

Re: [Dri-devel] texture compression

2002-06-07 Thread Ian Romanick
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

Re: [Dri-devel] texture compression

2002-06-07 Thread Ian Romanick
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

Re: [Dri-devel] texture compression

2002-06-07 Thread Ian Romanick
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

Re: [Dri-devel] texture compression

2002-06-07 Thread Brian Pomerantz
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

Re: [Dri-devel] texture compression

2002-06-07 Thread Al Tobey
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

Re: [Dri-devel] texture compression

2002-06-07 Thread Michael
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

Re: [Dri-devel] texture compression

2002-06-07 Thread Ian Romanick
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

[Dri-devel] texture compression

2002-06-07 Thread Al Tobey
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

Re: [Dri-devel] Texture compression on mach64?!?

2002-03-13 Thread Brian Paul
Ian Romanick wrote: > > On Wed, Mar 13, 2002 at 02:02:25AM +0100, Dieter Nützel wrote: > > On Tue, Mar 12, 2002 at 23:41:23, Ian Romanick wrote: > > > S3 owns S3TC, not FXT1 and not the VQ in the RagePro and not the VQ > > > in the PowerVR SG. > > > > We have to convert from S3TC to FXT1 (UT for

Re: [Dri-devel] Texture compression on mach64?!?

2002-03-13 Thread Ian Romanick
On Wed, Mar 13, 2002 at 02:02:25AM +0100, Dieter Nützel wrote: > On Tue, Mar 12, 2002 at 23:41:23, Ian Romanick wrote: > > S3 owns S3TC, not FXT1 and not the VQ in the RagePro and not the VQ > > in the PowerVR SG. > > We have to convert from S3TC to FXT1 (UT for example). Alle klar! Yes, if you

Re: [Dri-devel] Texture compression on mach64?!?

2002-03-12 Thread Dieter Nützel
On Tue, Mar 12, 2002 at 23:41:23, Ian Romanick wrote: > On Tue, Mar 12, 2002 at 10:43:43PM +0100, Dieter Nützel wrote: > > > Bill White had something partly working for the 3dfx VSA in the > > tdfx-2-1-branch or tdfx-SLI tree, can remember correctly. > > It is worth for ~10 fps speedup on the V5

Re: [Dri-devel] Texture compression on mach64?!?

2002-03-12 Thread Ian Romanick
On Tue, Mar 12, 2002 at 10:43:43PM +0100, Dieter Nützel wrote: > Bill White had something partly working for the 3dfx VSA in the > tdfx-2-1-branch or tdfx-SLI tree, can remember correctly. > It is worth for ~10 fps speedup on the V5 5500 AGP (under Win). > > He told me that he can't commit it b

Re: [Dri-devel] Texture compression on mach64?!?

2002-03-12 Thread Dieter Nützel
On Monday, 11. März 2002 20:21:06, Ian Romanick wrote: >Now, the new token could probably be skipped. If the requested internal > format is GL_COMPRESSED_RGB, just compress the texture and be done with it. > Given the likely hood of ANYONE having pre-compressed textures for this > format, this is

Re: [Dri-devel] Texture compression on mach64?!?

2002-03-11 Thread José Fonseca
On 2002.03.11 21:41 Gareth Hughes wrote: > Seriously guys, this kind of thing is the last thing you should be > worrying about, at least until you have a working DMA implementation and > a fully-featured Mesa 4.x driver... > > Just my 2c. > > -- Gareth Gareth, it's not a question of worrying.

Re: [Dri-devel] Texture compression on mach64?!?

2002-03-11 Thread Gareth Hughes
Seriously guys, this kind of thing is the last thing you should be worrying about, at least until you have a working DMA implementation and a fully-featured Mesa 4.x driver... Just my 2c. -- Gareth ___ Dri-devel mailing list [EMAIL PROTECTED] https

Re: [Dri-devel] Texture compression on mach64?!?

2002-03-11 Thread Ian Romanick
On Sat, Mar 09, 2002 at 11:41:02AM +, José Fonseca wrote: > > 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 > > ma

Re: [Dri-devel] Texture compression on mach64?!?

2002-03-09 Thread José Fonseca
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

[Dri-devel] Texture compression on mach64?!?

2002-03-08 Thread Ian Romanick
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, includi