On 20 March 2011 00:42, Petr Sebor wrote:
> 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.
>
Sure, the CompressedTexImage* calls are in p
On 19.3.2011 16:06, Henri Verbeet wrote:
On 19 March 2011 12:24, Petr Sebor 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_textu
On 19.3.2011 16:33, Jose Fonseca wrote:
In this situation, the DXTn (S3TC) related agorithms were all implemented and
used outside of the
Mesa body and as far as I can see, nothing of the patent applies here.
Petr,
You're assuming that the IHV licensed the S3TC patent for all uses of their
ha
> In this situation, the DXTn (S3TC) related agorithms were all implemented and
> used outside of the
> Mesa body and as far as I can see, nothing of the patent applies here.
Petr,
You're assuming that the IHV licensed the S3TC patent for all uses of their
hardware. Although NVIDIA appears to h
On 19 March 2011 12:24, Petr Sebor 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 enoug
On 18.3.2011 16:50, Henri Verbeet wrote:
On 18 March 2011 14:19, Petr Sebor wrote:
I know that at least our games would benefit from this feature immediately,
but I guess Wine people might welcome this as well, where 'benefit' means -
do not have to
painfully install the external DXT library, w