On Sat, 15 May 2004 13:30:16 -0700
"Mark Cass" <[EMAIL PROTECTED]> wrote:

> Felix,
> 
> i think the texture formats you are talking about are the ones enumerated in
> savage_bci.h . i tried all of them.

I was talking about the parameters that are used by the tiling functions
for various texture formats. They are defined at the beginning of
savagetex.c, called tileInfo_pro and tileInfo_s3d_s4. The first line
applies to 4bit texture formats (supposedly the compressed ones).

> 
> NEWS BULLETIN:
> i set the textBytes to 4 and i now have the correct colors. i think this
> works because each texel block (4x4 texels) in a DXT3 or DTX5 is compressed
> to a four byte value. but now the image looks warped!

4 bytes per 16 texels would make 2bit per texel. Weird, then why are
these formats called xyz4bit?

I'm not sure I understand what you mean with "warped". Do you have a
screenshot?

> 
> mark

Felix


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