> > OK, I don't exactly want to stir up this hornets nest *again*, but a
> > couple of things aren't entirely clear to me and I'd appreciate any
> > clarifications.
> > 
> > As I understand it, the situation is as follows:
> > 
> > The S3TC algorithm is patented and therefore no-one can distribute an
> > implementation of the algorithm without a licence from the patent
> > holders.
> > 
> > S3TC decompression must be implemented in the hardware (otherwise
> > what's the point), therefore hardware which uses S3TC can be assumed
> > to have a valid licence to use the code, otherwise the patent owners
> > would be down on the hardware manufacturers like the proverbial ton of
> > bricks.
> 
> Patent law is actually more complicated than that.  I'm not in a
> position to go into it, but it gets complicated when you have multiple
> components (i.e., software and hardware) working together to implement
> something.
> 
> > As far as I'm aware, the main users of S3TC are modern games with
> > their vast arrays of textures -- presumably such games come with the
> > textures precompressed, or are able to compress them and cache the
> > compressed textures themselves. Presumably again, the authors of the
> > games have paid for a licence to use the S3TC algorithm from the
> > patent holders.
> > 
> > Now, if an OpenGL application has a pile of textures already
> > compressed with the S3TC algorithm, then I don't understand why the
> > dri drivers can't simply offer the S3TC interfaces to the hardware,
> > pass the compressed textures to the hardware and let the hardware get
> > on with its licensed decompression of the textures as required.
> > Likewise, if the OpenGL application passes compressed textures to the
> > S3TC API then how it gets hold of the compressed textures in the first
> > place is it's own responsibility -- the OpenGL API just passes them
> > on.
> 
> Look at the ARB_texture_compression and EXT_texture_compression_s3tc
> specs again.  You can specify uncompressed textures and have the driver
> compress the AND you can specify compressed textures and have the driver
> decompress them (to read them back into the application).  For example,
> Quake3 can use the S3's vendor-specific extension (can't remember the
> name of it right now), but it does NOT have ANY textures pre-compressed.
>    It expects the driver to do the work.
> 
> Can we add this to the FAQ, please?

Instructions at teh bottom of:
http://dri.sourceforge.net/help.phtml

Alternatively if you know how it works go straight there:
http://dri.sourceforge.net/faq/faq_add.phtml

No one appears to be abusing it so I'm happy to let it be open.

Liam
----
it depends


-------------------------------------------------------
This SF.net email is sponsored by: SlickEdit Inc. Develop an edge.
The most comprehensive and flexible code editor you can use.
Code faster. C/C++, C#, Java, HTML, XML, many more. FREE 30-Day Trial.
www.slickedit.com/sourceforge
_______________________________________________
Dri-devel mailing list
[EMAIL PROTECTED]
https://lists.sourceforge.net/lists/listinfo/dri-devel

Reply via email to