Re: [Flightgear-devel] DDS texures (Was: Improving random trees buildings)

2012-01-01 Thread Mathias Fröhlich

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

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[Flightgear-devel] DDS texures (Was: Improving random trees buildings)

2011-12-30 Thread Mathias Fröhlich

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

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Re: [Flightgear-devel] DDS texures (Was: Improving random trees buildings)

2011-12-30 Thread Frederic Bouvier
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

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Re: [Flightgear-devel] DDS texures (Was: Improving random trees buildings)

2011-12-30 Thread Gene Buckle

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.

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[Flightgear-devel] DDS texures (Was: Improving random trees buildings)

2011-12-29 Thread Erik Hofman
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


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