--- 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
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
>
--- 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
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
--- 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
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
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
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.
___
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 ...
>
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.
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
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 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
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
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
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
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
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
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
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.
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
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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
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
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
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