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Lourens Veen schrieb:
> On Sunday 25 February 2007 22:23, Simon wrote:
>> On 2/25/07, Lourens Veen <[EMAIL PROTECTED]> wrote:
>>> I'm
>>> not sure that it's directly applicable to texture compression
>>> though: the example images are all low-resolution 'pixeled'
>>> sprites; these days textures are more like high-resolution
>>> photographs.
>> It's not about texture compression, it's about making old,
>> closed-source games look better while running them :)
> 
> I know, that was the whole point. It's very good at what it was designed 
> for, but probably not so good at texture compression. So, if we want 
> good texture compression, it will probably be somewhat different from 
> this, limiting the likelihood of being able to combine the two. But we 
> can always try.
> 
> Lourens

I think scale2x is not a good algorithm for texture compression: It
accesses the original ("compressed") image at 3 different lines to
create it's output (the "uncompressed" image). This is bad for
performance. All texture compression algorithms used today access the
compressed image at one location only (reading a single 64 or 128 bit
value).
A long time ago texture compression algorithms were in use that required
two reads (vector quantization and paletted textures). They are no
longer supported by today's hardware (vector quantization is gone,
paletted textures are dying more slowly since they made their way into
the OpenGL ES 1.1 spec - they're not in OpenGL ES 2.0 though).

Philipp
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