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 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 the actual size of the texture. Not real time compression/decompression. Here is a file with 100% quality, and the same at 50% quality: 22407 Jun 7 13:25 hal.jpg 4403 Jun 7 13:25 hal1.jpg Now, the data that has been removed from the first file to create the second is gone forever. So, I guess what I really mean is "stripping" the image. There are other algorithms (with libraries to use, even) that can do similar things. So, here's what I'm thinking, just to be clear: load texture convert texture to lossy format convert back load into the proper place the (hopefully) smaller texture Really, it's just size reduction, not compression. The desired effect is lowered bandwidth usage at the cost of lower quality textures. Of course, people without enough memory to chew through this stuff quickly would not want this turned on. -Al On Fri, 2002-06-07 at 12:42, Ian Romanick wrote: > 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 bit depth and shouldn't require a ton of > > code to get working (use libjpeg). I don't forsee a big problem > > performance wise if the textures are mangled during the loading stage, > > but I'm still learning ... > > Wha...? Let me get this straight. You're suggesting that when an OpenGL > user calls glTexImage?D with GL_COMPRESSED_* as the internal format to > compress the image as a JPEG. Then, when the texture is used, decompress > the texture and upload the uncompressed image (since no card that I know of > can work directly with a JPEG as a texture) to the card? > > 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 decoder, the performance will sink faster than the Titanic...and will > rot at the bottom of the ocean for just as long. :) > > Hmmm...I wonder if the fragment shader units on modern cards could be used > to do a VRAM-to-VRAM decompression of such a texture...hmm...I still think > the performance would be horrible, though. > > -- > Tell that to the Marines! > > _______________________________________________________________ > > Don't miss the 2002 Sprint PCS Application Developer's Conference > August 25-28 in Las Vegas -- http://devcon.sprintpcs.com/adp/index.cfm > > _______________________________________________ > Dri-devel mailing list > [EMAIL PROTECTED] > https://lists.sourceforge.net/lists/listinfo/dri-devel ******************************************************************** This email and any files transmitted with it are confidential and intended solely for the use of the individual or entity to whom they are addressed. If you have received this email in error please notify the Priority Health Information Services Department at (616) 942-0954. ******************************************************************** _______________________________________________________________ Don't miss the 2002 Sprint PCS Application Developer's Conference August 25-28 in Las Vegas -- http://devcon.sprintpcs.com/adp/index.cfm _______________________________________________ Dri-devel mailing list [EMAIL PROTECTED] https://lists.sourceforge.net/lists/listinfo/dri-devel