On Thu, Dec 11, 2008 at 06:49:44PM +0100, Philipp Klaus Krause wrote:
> Brian Paul schrieb:
> 
> >>> 1. Has anyone started a similar work? How can I contact him?
> >> Well, we already have the similar GL_EXT_paletted_texture in Mesa.
> > 
> > That's quite a bit different from OES_compressed_paletted_texture.
> > 
> > In OES_compressed_paletted_texture the palette is encoded at the start 
> > of the texture data itself.  In GL_EXT_paletted_texture a separate color 
> > table is specified and potentially shared by all index-format textures.
> > 
> > One could easily convert OES_compressed_paletted_texture images into 
> > ordinary RGB textures at some point in Mesa or the driver.
> 
> To me it seems GL_EXT_paletted_texture is more powerful, but both are
> about paletted textures. So it could make sense (until a driver wants to
> support hardware that can do GL_OES_compressed_texture but not
> GL_EXT_paletted_texture) to implement OES_compressed_paletted_texture on
> top of GL_EXT_paletted_texture (instead of on top of ordinary RGB textures).

In hardware, nobody supports the full range of
GL_EXT_paletted_texture, and nobody ever really did.  The problem is
multitexture.  Each texture can have a separate palette, but all
hardware that I have ever seen has only one texture palette.  This
ultimately leads to a giant pile of suck.  The problems are compounded
by the ability to change the palette at any time between rendering.

GL_OES_compressed_paletted_texture has the same problem with a single
hardware texture palette.  However, once a texture is set, it's
palette cannot change.  This greatly simplifies things when a driver
gets into a situation where multiple palettes are needed.  It can
convert one of the textures from paletted to RGBA and keep that
converted copy forever.

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