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Since the discussion on sale2x touched the topic of texture compression
and Timothy stated that he wants to stay away from it for now because of
patents I'd like to give an overview about the interesting texture
compression algorithms. I think texture compression is important since
it helps with the bottleneck of memory throughput.

GL_EXT_texture_compression_s3tc: The most common algorithm today. Many
OpenGL applications (mostly games) will only work when this extension is
present or assume it's presence while only checking for
GL_ARB_texture_compression. This algorith is implemented by nearly all
PC graphics hardware. It has been patented by S3 in 1999. Via won't even
talk to Mesa when they ask about a license.

GL_3DFX_texture_compression_FXT1: A competitor to S3TC created by 3DFX a
year later. IP status in the extension specification says: "A
royalty-free license is available from 3dfx Interactive". The extension
did not gain widespread vendor support though. It is supported by all
3Dfx and Intel graphics cards.

GL_ATI_texture_compression_3dc: A texture compression algorithm
optimized for normal maps. Created by ATI, supported by their 9800 cards
and above. They state that in their documentation 3Dc is an "Open
standard", but there isn't that much documentation available, the
extension isn't even in the extension registry.

NV_texture_compression_vtc: Very similar to S3TC, so inherits the S3TC
patent issue, furthermore, IP status in the extension documentation
states: "Nvidia Proprietary".

GL_EXT_texture_compression_dxt1: Simplified version of S3TC, inherits
the S3TC patent issue.

GL_EXT_texture_compression_latc: A new texture compression algorithm
implemented in the GeForce 8 series. I do not know about the patent
situation.

GL_EXT_texture_compression_rgtc.txt: A new texture compression algorithm
implemented in the GeForce 8 series. I do not know about the patent
situation.

GL_OES_compressed_paletted_texture: Just some formats for paletted
textures. Paletted textures aren't a new thing, so no patent problems here.

GL_OES_compressed_ETC1_RGB8_texture: A new texture compression algorithm
developed by Ericsson, documented in the OpenGL ES 2.0 spec. As far as I
remember it's either patent-free or Ericsson gives free licenses to anyone.

GL_MESA_texture_compression_s2x: THis could be the future extension for
the scale2x algorithm. I think making it a texture compression algorith
is the right thing to do, since this makes it available for texture
compression and those using it to make old games look better will use
emulators. Those emulators that use OpenGL for acceleration are licely
to render their images into textures (by emulated graphics hardware) and
then just put these textures onto quads for display.

Philipp
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