Could it be a drivers only problem ? Maybe the data could be converted
before sending it to the card without bypassing the patent ?

2007/2/27, Philipp Klaus Krause <[EMAIL PROTECTED]>:
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Lourens Veen schrieb:

>
> 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?

There's three common ways of OpenGL applications passing textures to the
driver:

1) The application gives an uncompressed texture to the driver. The
driver and hardware are not allowed to do any lossy compression.

2) The application gives an uncompressed texture to the driver and tells
it to compress it somehow. The driver chooses a texture compression
algorithm, compresses the texture and passes it to the hardware.

3) [The application asks the driver for a list of supported texture
compression algorithms.] The application gives the driver a compressed
texture, the driver passes it to the hardware. Unfortunately some
applications don't ask the driver about supported texture compression
algorithms and just suppose that S3TC is supported. Some of these broken
applications check for GL_ARB_texture compression instead for
GL_EXT_texture_compression_s3tc.

Philipp

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