Hi,

After some playing with the new nvvt code path in VPB I have had some thoughts 
on possible improvements / extensions to what has already been done and would 
like to see if anyone else has anything to add.

What I would like to support is the following:

>From a single VPB build / install I would like to be able to always use the 
>fastest path available for texture compression. Without actually benchmarking 
>the 3 possibilities I would guess, from fastest to slowest, the paths would 
>be: 
- CUDA based nvtt (Nvidia site claims 10x faster than CPU path): requires an 
Nvidia GPU
- OpenGL context based ARB_COMPRESSION : ATI or non-CUDA Nvidia card
- CPU nvtt : no suitable GPU available

I did do some basic benchmarking between ARB_COMPRESSION and nvtt CPU based 
compression and found the VPB build using OpenGL compression was ~4-5 times 
faster (in total run time). This is obviously a very big difference in 
performance.

For a project I am working on we will have no direct control over the hardware 
VPB will be running on so I need to ensure that a pure CPU solution is 
available. However I don't want to slow down the builds unnecessarily if a 
suitable GPU is installed.

Before I start trying to code this, does this sound feasible / desirable? 
Robert, I know you mentioned that you would be looking into integrating nvtt at 
some point into OSG. Would this sort of change fit more naturally into some 
kind of general OSG texture tools plug-in / utility or am I best just to focus 
on VPB for now?

Cheers,

Brad



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