Daniel Vogel wrote:

I believe exposing the GL_EXT_texture_compression_s3tc and
GL_ARB_texture_compression extensions implies the driver to handle S3TC
compression as an application can pass in uncompressed data, ask the driver
to compress it and then retrieve the compressed data.

The spec allows that behavior, but does not require it. The internalFormat specified to glTexImage2D is a *suggestion* that the driver can follow or not. If the app asks for GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, it may get GL_RGBA8 or GL_COMPRESSED_RGBA_TXT1_3DFX. The final choice is entirely at the driver's discression.


See also http://marc.theaimsgroup.com/?l=dri-devel&m=107178093226572&w=2




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