On Tuesday 27 February 2007 11:41, Philipp Klaus Krause wrote: > 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. [snip]
Thanks! That's very useful. How does it work, does the application ask the card what is available and then supply a compressed texture? Or does it submit a raw texture and is the driver supposed to compress it before sending it to the card? Could we just have the driver claim that texture compression is not available, and then do it anyway behind the scenes using our own algorithm? Lourens
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