Re: [Flightgear-devel] DDS texures (Was: Improving random trees
On Thu, Jan 19, 2012 at 1:31 AM, Mathias Fröhlich mathias.froehl...@gmx.net wrote: Yes, the usual user might ask 'what should I do?' What about: Image ... uses compressed textures which cannot be supported on some systems. Please decompress this texture for improved portability. How about something along the lines of this? Image PATH TO IMAGE uses compression which may not be supported on some systems/drivers. Please consider using uncompressed textures instead for increased portability. Please see INSERT LINK TO MORE DETAILED INFORMATION ON THE ISSUE AND THE PROS / CONS OF USING THIS TYPE OF IMAGERY/COMPRESSION SO PEOPLE CAN MAKE INFORMED DECISION for more information. Polite, informative, and provides link to information about what the deal is and what they can do about it (or not). cheers --Jacob -- Keep Your Developer Skills Current with LearnDevNow! The most comprehensive online learning library for Microsoft developers is just $99.99! Visual Studio, SharePoint, SQL - plus HTML5, CSS3, MVC3, Metro Style Apps, more. Free future releases when you subscribe now! http://p.sf.net/sfu/learndevnow-d2d ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] DDS texures (Was: Improving random trees
Hi Vivian, Sorry for the long delay, also in face of the pending release. Thanks for the suggestions. On Sunday, January 15, 2012 19:08:17 Vivian Meazza wrote: On the other hand, if you are trying to tell aircraft modelers not to use these forms (.dds .ivs) of compression, then: Image D:/Git_New/my_fgdata/Textures/Terrain/sand6.dds uses compressed textures which may be unsupported some systems. To remove this alert, decompress this texture. My concern with the latter form is that it only applies to very limited number of aircraft models and developers, while it is at best meaningless to the user, and may lead to confusion. Yes, the usual user might ask 'what should I do?' What about: Image ... uses compressed textures which cannot be supported on some systems. Please decompress this texture for improved portability. So, instead of waiting for a reply now I just commit this now as I do want that change in the release also. So, that I just committed this so far does *not* mean that I don't care for the answer! Also I will commit a lowered warning level for the *release branch* only. Thanks Mathias -- Keep Your Developer Skills Current with LearnDevNow! The most comprehensive online learning library for Microsoft developers is just $99.99! Visual Studio, SharePoint, SQL - plus HTML5, CSS3, MVC3, Metro Style Apps, more. Free future releases when you subscribe now! http://p.sf.net/sfu/learndevnow-d2d ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] DDS texures (Was: Improving random trees
Martin Spott Gijs de Rooy wrote: How about moving these messages to --log-level=warn or the like? I strongly object: People are willfully committing proprietary stuff into FlightGear. As long as we can't stop this, writing a warning is one of the best things we (The FlightGear Project) can do. While not taking any position on the need or level for this alert, could it please be meaningful! Image D:/Git_New/my_fgdata/Textures/Terrain/sand6.dds contains non portable co mpressed textures. Usage of these textures depend on an extension that is not guaranteed to be pres ent. Just what is the user meant understand or to do about it? Vivian -- RSA(R) Conference 2012 Mar 27 - Feb 2 Save $400 by Jan. 27 Register now! http://p.sf.net/sfu/rsa-sfdev2dev2 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] DDS texures (Was: Improving random trees
Hi, On Saturday, January 14, 2012 20:17:22 Gijs de Rooy wrote: is there an easy way to disable this message? since i'm using dds texture, it's flooding the console... +1 Every single texture of --material=materials-dds.xml seems gives an error... How about moving these messages to --log-level=warn or the like? Well, I hope that we can get rid of the compression. Can somebody with the apropriate tools convert the compressed textures to non compressed ones? That could still be dds, but dds without these compressions that produce the warning. So no problem with cubemaps in dds as long as the compression is not there. Then *everybody* is again able to use this stuff. So, I am not entirly against moving this to an other log level, but at first I think it is good to tell that this will only work for a few people. And I think it's good to see this *immediately*. Mathias -- RSA(R) Conference 2012 Mar 27 - Feb 2 Save $400 by Jan. 27 Register now! http://p.sf.net/sfu/rsa-sfdev2dev2 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] DDS texures (Was: Improving random trees
Hi, On Sunday, January 15, 2012 10:56:14 Vivian Meazza wrote: Just what is the user meant understand or to do about it? What do you want to read? Mathias -- RSA(R) Conference 2012 Mar 27 - Feb 2 Save $400 by Jan. 27 Register now! http://p.sf.net/sfu/rsa-sfdev2dev2 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] DDS texures (Was: Improving random trees
Mathias Hi, On Sunday, January 15, 2012 10:56:14 Vivian Meazza wrote: Just what is the user meant understand or to do about it? What do you want to read? I would suggest Image D:/Git_New/my_fgdata/Textures/Terrain/sand6.dds uses compressed DDS textures which may be unsupported by your video driver and not display properly. Vivian -- RSA(R) Conference 2012 Mar 27 - Feb 2 Save $400 by Jan. 27 Register now! http://p.sf.net/sfu/rsa-sfdev2dev2 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] DDS texures (Was: Improving random trees
Vivian, On Sunday, January 15, 2012 12:08:14 Vivian Meazza wrote: I would suggest Image D:/Git_New/my_fgdata/Textures/Terrain/sand6.dds uses compressed DDS textures which may be unsupported by your video driver and not display properly. Ok, Can you help me further: It's not limited to dds. If you use osgconv xxx.dds xxx.ivs you will probably have the same effect. So I think simply ommitting DDS is ok? Also, much more important, the comment is not about 'your video driver'. It is in your (Vivian) case even wrong. Your driver will display this fine. So, in the end I do not care if it is 'your particular video driver' that does not like this. You will just see this in the best case as the models look wrong, and in the worst case fgfs just crashes the driver if these textures are used. What I really care about is that these files are expected not to work on a huge amount of graphics boards out there. The point is to tell people doing textures that they should omit compression so that this message disapears. Ideas how to write this? Thanks!!! An other thing: On unix I usually get the gzip plugin installed by osg (osgdb_gz.so). Is this also the case for the default win32 case? Is there a osgdb_gz.dll or something along the lines in the directory containing the plugins? If yes, we can already tackle the size problem of the uncompressed dds files on disk by just gzip compressing these makging a xxx.dds.gz from a xxx.dds and just refering to xxx.dds.gz instead of xxx.dds. At least this works fine here. And I assume that this works fine for all unix like operating systems including mac?! James? Mathias -- RSA(R) Conference 2012 Mar 27 - Feb 2 Save $400 by Jan. 27 Register now! http://p.sf.net/sfu/rsa-sfdev2dev2 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] DDS texures (Was: Improving random trees
On Sunday 15 January 2012 12:34:43 Mathias Fröhlich wrote: Well, I hope that we can get rid of the compression. Can somebody with the apropriate tools convert the compressed textures to non compressed ones? That could still be dds, but dds without these compressions that produce the warning. So no problem with cubemaps in dds as long as the compression is not there. Then *everybody* is again able to use this stuff. There are a couple of isue with that though. Biggest one is it will increase disk/RAM usage by at least 4 times, if not 8 depending on texture/compression method used. That basicaly negates all the advantages of the dds format, except for the embeded mipmaps. Is that acceptable? I remember some complaints about base package size increase, and also repository size increase. btw: Tools for dealing with any of the dds compression formats, and access to them is freely available under the MIT licence. http://code.google.com/p/nvidia-texture-tools/ So, I am not entirly against moving this to an other log level, but at first I think it is good to tell that this will only work for a few people. And I think it's good to see this *immediately*. Mathias I believe the numbers are a bit reversed here, and the vast majority of users has no issues with displaying these textures. But I agree there's an issue with (un)available support for these extensions in the OSS drivers (be they nvidia/intel/ati). Regards, Emilian-- RSA(R) Conference 2012 Mar 27 - Feb 2 Save $400 by Jan. 27 Register now! http://p.sf.net/sfu/rsa-sfdev2dev2___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] DDS texures (Was: Improving random trees
Vivian Meazza wrote: Image D:/Git_New/my_fgdata/Textures/Terrain/sand6.dds uses compressed DDS textures which may be unsupported by your video driver and not display properly. Well, the stumbling block here is proprietary, patented !! compression which therefore is unsupported in OpenSource land - the ecosystem in which FlightGear has developed. I think this fact should not be clouded by such a nebulous wording. Cheers, Martin. -- Unix _IS_ user friendly - it's just selective about who its friends are ! -- -- RSA(R) Conference 2012 Mar 27 - Feb 2 Save $400 by Jan. 27 Register now! http://p.sf.net/sfu/rsa-sfdev2dev2 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] DDS texures (Was: Improving random trees
Hi Emilian, On Sunday, January 15, 2012 14:33:40 Emilian Huminiuc wrote: There are a couple of isue with that though. Biggest one is it will increase disk/RAM usage by at least 4 times, if not 8 depending on texture/compression method used. That basicaly negates all the advantages of the dds format, except for the embeded mipmaps. Is that acceptable? I remember some complaints about base package size increase, and also repository size increase. btw: Tools for dealing with any of the dds compression formats, and access to them is freely available under the MIT licence. http://code.google.com/p/nvidia-texture-tools/ [...] I believe the numbers are a bit reversed here, and the vast majority of users has no issues with displaying these textures. But I agree there's an issue with (un)available support for these extensions in the OSS drivers (be they nvidia/intel/ati). Counting the developers machines this is probably true. And exactly this is the reason for the message. If your machine would refuse to display this you, developing that, would probably just say 'nice try, but it does not work' before you check in something. In the case it displays fine, you probably say 'it works here, so I assume it works also for others, lets do'. And the message tells you, 'despite of just seeing this working on this current machine, it does not work for others'. Seriously, I think plenty people not being on this list today and probably never will be in touch with anybody here, will run into this issue. People here are those few guys from the power users that want to develop this stuff. I am not going to discuss the patent stuff. Please search the mesa-dev archives for the discussion and see there why they think that the nvidia tools and other stuff out there cannot be used. Really - it is not that the code for that is too dificult or unavailable. I am not a lawyer and I cannot change this world - even if I would like to in this regard. I agree that techically for drivers/gpus supporting these compression formats it would be best to use these precompressed files. Doing that differently will provide some overhead that could be kept at a minimum I think: For the disk usage, I think gzip compressing these will work sufficiently fine. Ram usage of the images should not hurt too much. Sure the images are bigger in memory. But fgfs is not just about images - far from that. On the GPU, you can still use compression for the textures as the internal format. This is what flightgear tries to do if the extension is supported (checked by osg). The major point is that there are several ways that use slightly more resources to get around this problem. But once the patented compression is on disk, there is *no* way back for people not having this feature. If you have better ideas that do not rule out intel and the oss drivers, you are welcome! Greetings Mathias -- RSA(R) Conference 2012 Mar 27 - Feb 2 Save $400 by Jan. 27 Register now! http://p.sf.net/sfu/rsa-sfdev2dev2 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] DDS texures (Was: Improving random trees
Mathias On Sunday, January 15, 2012 12:08:14 Vivian Meazza wrote: I would suggest Image D:/Git_New/my_fgdata/Textures/Terrain/sand6.dds uses compressed DDS textures which may be unsupported by your video driver and not display properly. Ok, Can you help me further: It's not limited to dds. If you use osgconv xxx.dds xxx.ivs you will probably have the same effect. So I think simply ommitting DDS is ok? Also, much more important, the comment is not about 'your video driver'. It is in your (Vivian) case even wrong. Your driver will display this fine. So, in the end I do not care if it is 'your particular video driver' that does not like this. You will just see this in the best case as the models look wrong, and in the worst case fgfs just crashes the driver if these textures are used. What I really care about is that these files are expected not to work on a huge amount of graphics boards out there. The point is to tell people doing textures that they should omit compression so that this message disapears. Ideas how to write this? If what we want to do is to alert users, we could use this: Image D:/Git_New/my_fgdata/Textures/Terrain/sand6.dds uses compressed textures which may be unsupported by your system and may not display properly. Such a message could be displayed on the splash screen of individual models rather then as alert, on the assumption that the many users never see the console which is hidden behind the fgrun window. On the other hand, if you are trying to tell aircraft modelers not to use these forms (.dds .ivs) of compression, then: Image D:/Git_New/my_fgdata/Textures/Terrain/sand6.dds uses compressed textures which may be unsupported some systems. To remove this alert, decompress this texture. My concern with the latter form is that it only applies to very limited number of aircraft models and developers, while it is at best meaningless to the user, and may lead to confusion. Vivian -- RSA(R) Conference 2012 Mar 27 - Feb 2 Save $400 by Jan. 27 Register now! http://p.sf.net/sfu/rsa-sfdev2dev2 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] DDS texures (Was: Improving random trees
is there an easy way to disable this message? since i'm using dds texture, it's flooding the console... +1 Every single texture of --material=materials-dds.xml seems gives an error... How about moving these messages to --log-level=warn or the like? -- RSA(R) Conference 2012 Mar 27 - Feb 2 Save $400 by Jan. 27 Register now! http://p.sf.net/sfu/rsa-sfdev2dev2___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] DDS texures (Was: Improving random trees
Gijs de Rooy wrote: How about moving these messages to --log-level=warn or the like? I strongly object: People are willfully committing proprietary stuff into FlightGear. As long as we can't stop this, writing a warning is one of the best things we (The FlightGear Project) can do. Cheers, Martin. -- Unix _IS_ user friendly - it's just selective about who its friends are ! -- -- RSA(R) Conference 2012 Mar 27 - Feb 2 Save $400 by Jan. 27 Register now! http://p.sf.net/sfu/rsa-sfdev2dev2 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] DDS texures (Was: Improving random trees
Le 11/01/2012 18:59, Mathias Fröhlich a écrit : Hi, On Sunday, January 01, 2012 11:41:22 Mathias Fröhlich wrote: I think then, computing mipmaps for any texture file on the CPU in the loader thread should globally improove the situation. Also avoiding the compression already in the files should help every use case. Except that the on disk memory consumption is higher. Well and except that the database loader has more work to do on the CPU. Ok, checked in is a log message that checks for image formats that depend on OpenGL extensions not required to be present. That should at least help people running drivers providing those extensions to see when they use texture files that do not work fo all. Greetings Mathias is there an easy way to disable this message? since i'm using dds texture, it's flooding the console... jano -- RSA(R) Conference 2012 Mar 27 - Feb 2 Save $400 by Jan. 27 Register now! http://p.sf.net/sfu/rsa-sfdev2dev2 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] DDS texures (Was: Improving random trees
Hi, On Sunday, January 01, 2012 11:41:22 Mathias Fröhlich wrote: I think then, computing mipmaps for any texture file on the CPU in the loader thread should globally improove the situation. Also avoiding the compression already in the files should help every use case. Except that the on disk memory consumption is higher. Well and except that the database loader has more work to do on the CPU. Ok, checked in is a log message that checks for image formats that depend on OpenGL extensions not required to be present. That should at least help people running drivers providing those extensions to see when they use texture files that do not work fo all. Greetings Mathias -- Ridiculously easy VDI. With Citrix VDI-in-a-Box, you don't need a complex infrastructure or vast IT resources to deliver seamless, secure access to virtual desktops. With this all-in-one solution, easily deploy virtual desktops for less than the cost of PCs and save 60% on VDI infrastructure costs. Try it free! http://p.sf.net/sfu/Citrix-VDIinabox ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] DDS texures (Was: Improving random trees buildings)
Hi, On Friday, December 30, 2011 11:11:39 Frederic Bouvier wrote: * If it's just the mipmaps. May be we can precompute the mipmaps using the cpu in the database loader thread. This would help all textures not only the ones that could be converted. May be this is the most generic solution. I implemented a mipmap control and generation tool in effects when I last updated the urban shader. For the moment, it relies on hardware when the average operator is used for all texture channels but it could easily be modified to compute all mipmap on the CPU. look the mipmap-control effect option and mipmap.[ch]xx in SG material lib Thanks, I will look into that! Greetings Mathias -- Ridiculously easy VDI. With Citrix VDI-in-a-Box, you don't need a complex infrastructure or vast IT resources to deliver seamless, secure access to virtual desktops. With this all-in-one solution, easily deploy virtual desktops for less than the cost of PCs and save 60% on VDI infrastructure costs. Try it free! http://p.sf.net/sfu/Citrix-VDIinabox ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] DDS texures (Was: Improving random trees
Hi Erik, On Friday, December 30, 2011 11:39:37 Erik Hofman wrote: On Fri, 2011-12-30 at 10:42 +0100, Mathias Fröhlich wrote: * If it's just the mipmaps. May be we can precompute the mipmaps using the cpu in the database loader thread. This would help all textures not only the ones that could be converted. May be this is the most generic solution. Ok I'm quite convinced it's a mipmap problem. I tested uncompressed dds textures with pre generated mipmaps with different compression techniques but none of them improve the situation much. Switching to uncompressed DDS textures with mimaps however speeds things up roughly three times (just onder 3 sec. instead of around 10 sec to switch). Great to know! Thanks for testing. I think then, computing mipmaps for any texture file on the CPU in the loader thread should globally improove the situation. Also avoiding the compression already in the files should help every use case. Except that the on disk memory consumption is higher. Well and except that the database loader has more work to do on the CPU. Mathias -- Ridiculously easy VDI. With Citrix VDI-in-a-Box, you don't need a complex infrastructure or vast IT resources to deliver seamless, secure access to virtual desktops. With this all-in-one solution, easily deploy virtual desktops for less than the cost of PCs and save 60% on VDI infrastructure costs. Try it free! http://p.sf.net/sfu/Citrix-VDIinabox ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] DDS texures (Was: Improving random trees buildings)
Hi, On Friday, December 30, 2011 00:09:20 Csaba Halász wrote: I wonder if there is an open standard counterpart that can do the same as the dds compression? Or is the whole idea patented? (Eww, too broad software patents are the work of the devil). No, Sadly. It is all about an OpenGL extension that could be exposed or not. If it is exposed you are allowed to provide texture images in the precompressed format. If this is not exposed you are not allowed and the implementation may behave undefined. This is perfectly legal for an OpenGL implementation - the usual extension behaviour. By providing these precompressed data blobs without checking for this extension is an applications fault. Ok, what to do if we detect that we cannot feed the implementation with these blobs? We could try to decompress the blobs? --- No, patent infringement!!! Just feed the blobs? --- No, the driver may behave undefined - at least it does not work as expected. So, what can we do? I can see several approaches: * Just do not use the patented compression stuff. The precomputed mipmaps could probably do the job of avoiding the hangs (hopefully? to be checked?). May be we could lower disk space usage by providing a dds.gz or similar wrapper? * If it's just the mipmaps. May be we can precompute the mipmaps using the cpu in the database loader thread. This would help all textures not only the ones that could be converted. May be this is the most generic solution. * Implement some kind of image lookup order that knows if the compressed files could be handled or not. On loading an image in case of available compression first try to find a dds file with the same name of the original one. That involves some 'magic' which often leads to problems but that could at least work. Other ideas? Also may be creative ones? Next step is to make sure that compression is not required to avoid the hangs. My favorite bet would be that then the new configure option regarding texture compression needs to be set to none. Greetings Mathias -- Ridiculously easy VDI. With Citrix VDI-in-a-Box, you don't need a complex infrastructure or vast IT resources to deliver seamless, secure access to virtual desktops. With this all-in-one solution, easily deploy virtual desktops for less than the cost of PCs and save 60% on VDI infrastructure costs. Try it free! http://p.sf.net/sfu/Citrix-VDIinabox ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] DDS texures (Was: Improving random trees buildings)
Hi, De: Mathias Fröhlich * If it's just the mipmaps. May be we can precompute the mipmaps using the cpu in the database loader thread. This would help all textures not only the ones that could be converted. May be this is the most generic solution. I implemented a mipmap control and generation tool in effects when I last updated the urban shader. For the moment, it relies on hardware when the average operator is used for all texture channels but it could easily be modified to compute all mipmap on the CPU. look the mipmap-control effect option and mipmap.[ch]xx in SG material lib Regards, -Fred -- Ridiculously easy VDI. With Citrix VDI-in-a-Box, you don't need a complex infrastructure or vast IT resources to deliver seamless, secure access to virtual desktops. With this all-in-one solution, easily deploy virtual desktops for less than the cost of PCs and save 60% on VDI infrastructure costs. Try it free! http://p.sf.net/sfu/Citrix-VDIinabox ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] DDS texures (Was: Improving random trees
On Fri, 2011-12-30 at 10:42 +0100, Mathias Fröhlich wrote: * If it's just the mipmaps. May be we can precompute the mipmaps using the cpu in the database loader thread. This would help all textures not only the ones that could be converted. May be this is the most generic solution. Ok I'm quite convinced it's a mipmap problem. I tested uncompressed dds textures with pre generated mipmaps with different compression techniques but none of them improve the situation much. Switching to uncompressed DDS textures with mimaps however speeds things up roughly three times (just onder 3 sec. instead of around 10 sec to switch). Erik -- Ridiculously easy VDI. With Citrix VDI-in-a-Box, you don't need a complex infrastructure or vast IT resources to deliver seamless, secure access to virtual desktops. With this all-in-one solution, easily deploy virtual desktops for less than the cost of PCs and save 60% on VDI infrastructure costs. Try it free! http://p.sf.net/sfu/Citrix-VDIinabox ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] DDS texures (Was: Improving random trees buildings)
On Fri, 30 Dec 2011, Mathias Fröhlich wrote: blobs? We could try to decompress the blobs? --- No, patent infringement!!! I call shennanigans. There's no way a process that obvious could be patented and if some mouth breathing derp DID patent it, it needs to be ignored. g. -- Proud owner of F-15C 80-0007 http://www.f15sim.com - The only one of its kind. http://www.diy-cockpits.org/coll - Go Collimated or Go Home. Some people collect things for a hobby. Geeks collect hobbies. ScarletDME - The red hot Data Management Environment A Multi-Value database for the masses, not the classes. http://www.scarletdme.org - Get it _today_! Political correctness is a doctrine, fostered by a delusional, illogical minority, and rabidly promoted by an unscrupulous mainstream media, which holds forth the proposition that it is entirely possible to pick up a turd by the clean end.-- Ridiculously easy VDI. With Citrix VDI-in-a-Box, you don't need a complex infrastructure or vast IT resources to deliver seamless, secure access to virtual desktops. With this all-in-one solution, easily deploy virtual desktops for less than the cost of PCs and save 60% on VDI infrastructure costs. Try it free! http://p.sf.net/sfu/Citrix-VDIinabox___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] DDS texures (Was: Improving random trees buildings)
On Thu, 2011-12-29 at 14:37 +0100, Erik Hofman wrote: On Thu, 2011-12-29 at 14:16 +0100, Mathias Fröhlich wrote: Could we do dds files without compression but with precomputed mipmaps? So at next, can you try out which combination of compression/provided mipmaps/forced simgear compression still work fine? Good Idea, I will try that. Ouch, compressed: 5.3Mb, uncompressed: 16Mb .. Erik -- Ridiculously easy VDI. With Citrix VDI-in-a-Box, you don't need a complex infrastructure or vast IT resources to deliver seamless, secure access to virtual desktops. With this all-in-one solution, easily deploy virtual desktops for less than the cost of PCs and save 60% on VDI infrastructure costs. Try it free! http://p.sf.net/sfu/Citrix-VDIinabox ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel