On Fri, Feb 21, 2003 at 03:27:21PM -0800, Ian Romanick wrote: > Look at the ARB_texture_compression and EXT_texture_compression_s3tc > specs again. You can specify uncompressed textures and have the driver > compress the AND you can specify compressed textures and have the driver > decompress them (to read them back into the application). For example, > Quake3 can use the S3's vendor-specific extension (can't remember the > name of it right now), but it does NOT have ANY textures pre-compressed. > It expects the driver to do the work.
If the hardware can't do S3TC, then the driver can simply not advertise the availability of the extension, and if the application expects the driver to compress the textures, then the driver can either refuse or just pass the textures on uncompressed. Clearly the driver can't implement the full API, but is there a legal barrier to implementing the part that says "here, take these pre- compressed textures and give them to the hardware" ? > Can we add this to the FAQ, please? The FAQ is editable by anyone isn't it? Phil -- http://www.kantaka.co.uk/ .oOo. public key: http://www.kantaka.co.uk/gpg.txt ------------------------------------------------------- This SF.net email is sponsored by: SlickEdit Inc. Develop an edge. The most comprehensive and flexible code editor you can use. Code faster. C/C++, C#, Java, HTML, XML, many more. FREE 30-Day Trial. www.slickedit.com/sourceforge _______________________________________________ Dri-devel mailing list [EMAIL PROTECTED] https://lists.sourceforge.net/lists/listinfo/dri-devel