Texture compression and z-buffer compression are things I want to stay
away from for a while, until we can be sure to come up with something
that isn't covered by a patent.  For the most part, anything we've
decided to use so far is either patent-free or unpatentable, and while
the patent system is crap for overturning crap patents, we at least
have the moral high-ground.  There just aren't that many ways of doing
3D graphics, and most of what we have is basically derrived from
first-principles and then tweaked to make it OpenGL compatible.

On the other hand, finding a way to compress textures and z-buffers
efficiently has room for some cleverness.  I doubt that the whole
concept of compressing them is patented; just the WAY they are
compressed.  So we just have to come up with a different way to do it.

Also, in the future, I plan to pull an Intel and try to throw caching
at it.  For most rendering, caching is useless (and fast streaming is
what we need to optimize), but for textures, there is some locality of
reference.  And we can also look ahead, fetch things out of order, and
all sorts of cool stuff.


--
Timothy Normand Miller
http://www.cse.ohio-state.edu/~millerti
Favorite book:  The Design of Everyday Things, Donald A. Norman, ISBN
0-465-06710-7
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