RE: [Flightgear-devel] fun with SGI images

2005-01-11 Thread Richard Bytheway
 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] Behalf Of Melchior
 FRANZ
 Sent: 11 January 2005 14:03
 To: flightgear-devel@flightgear.org
 Subject: [Flightgear-devel] fun with SGI images
 
 
 Erik reminded me to finish a program that I had written a 
 while ago. It uses
 the SGI Image loader/saver that I had written for KDE to 
 optimize image files,
 without changing the image contents. This is done by reducing 
 unused layers,
 using better compression, and not compressing where this 
 actually generates
 smaller images. I let this program now run over the 
 directories Textures{,.high}/
 and Aircraft/ and got this difference:
 
   cvs:223.61 MB
   recoded:182.09 MB
   --
   savings: 41.52 MB
 
 Now, what does it mean? That we should change all rgb(a), and 
 let every
 cvs users sync down 182 MB? Of course, not. But paying a little more
 attention to SGI images wouldn't hurt.
 
 m.
 

Do the texture files _have_ to be in RGB(A) format? 
I understand that lossy compression on textures is evil and wrong 
(http://www.sjbaker.org/steve/omniv/jpegs_are_evil_too.html), but what about 
PNG or even TIFF? These give smaller files with no information loss, and both 
support alpha layers properly.

Looking at the plib documentation, it says:

Currently, only SGI format and uncompressed 8 or 24 bit BMP images are 
supported - but more formats are planned for the future. Filenames ending with 
'.rgb', '.rgba', '.int', '.inta', '.bw' are assumed to be SGI formatted files, 
'.bmp' are in Microsoft's BMP format and '.png' are in Portable Network 
Graphics format. (http://plib.sourceforge.net/ssg/state.html)

Which first says that PNG is not supported, but then implies that it is. Does 
anyone know whether plib will load PNG files as textures?

Richard


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Re: [Flightgear-devel] fun with SGI images

2005-01-11 Thread Erik Hofman
Richard Bytheway wrote:
-Original Message-
[mailto:[EMAIL PROTECTED] Behalf Of Melchior
FRANZ

I let this program now run over the 
directories Textures{,.high}/
and Aircraft/ and got this difference:

 cvs:223.61 MB
 recoded:182.09 MB
 --
 savings: 41.52 MB

Do the texture files _have_ to be in RGB(A) format? 
Yes, any other (non OpenGL supported format) just saves some disk space 
but no texture memory. As far as I understand it, OpenGL supports 
compressed RGB images _in_memory_. So I think we should update CVS as well.

Erik
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Re: [Flightgear-devel] fun with SGI images

2005-01-11 Thread Curtis L. Olson
Erik Hofman wrote:
Richard Bytheway wrote:
-Original Message-
[mailto:[EMAIL PROTECTED] Behalf Of Melchior
FRANZ


I let this program now run over the directories Textures{,.high}/
and Aircraft/ and got this difference:
 cvs:223.61 MB
 recoded:182.09 MB
 --
 savings: 41.52 MB


Do the texture files _have_ to be in RGB(A) format? 

Yes, any other (non OpenGL supported format) just saves some disk 
space but no texture memory. As far as I understand it, OpenGL 
supports compressed RGB images _in_memory_. So I think we should 
update CVS as well.

My understanding is that there is a special api the driver/card provides 
for compressed textures.  Remember that it is *plib* that does the 
texture loading.  It reads from the disk and decompresses it into a raw 
format internally which it can hand off to the opengl api.  If *plib* 
can't read Melchior's better compression scheme, then there's not too 
much point in doing it.

Regards,
Curt.
--
Curtis Olsonhttp://www.flightgear.org/~curt
HumanFIRST Program  http://www.humanfirst.umn.edu/
FlightGear Project  http://www.flightgear.org
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Re: [Flightgear-devel] fun with SGI images

2005-01-11 Thread Arnt Karlsen
On Tue, 11 Jan 2005 15:42:30 +0100, Erik wrote in message 
[EMAIL PROTECTED]:

 Yes, any other (non OpenGL supported format) just saves some disk
 space  but no texture memory. As far as I understand it, OpenGL
 supports  compressed RGB images _in_memory_. 

..here you mean in video card texture memory? 

-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;-)
...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.



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Re: [Flightgear-devel] fun with SGI images

2005-01-11 Thread Erik Hofman
Arnt Karlsen wrote:
On Tue, 11 Jan 2005 15:42:30 +0100, Erik wrote in message 
[EMAIL PROTECTED]:


Yes, any other (non OpenGL supported format) just saves some disk
space  but no texture memory. As far as I understand it, OpenGL
supports  compressed RGB images _in_memory_. 

..here you mean in video card texture memory? 

Yep, textures can be removed from main memory when sent to the OpenGL 
driver(*).

Erik
(*) Well, OpenGL still keeps a copy in main memory.
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Re: [Flightgear-devel] fun with SGI images

2005-01-11 Thread Arnt Karlsen
On Tue, 11 Jan 2005 23:13:16 +0100, Erik wrote in message 
[EMAIL PROTECTED]:

 Arnt Karlsen wrote:
  On Tue, 11 Jan 2005 15:42:30 +0100, Erik wrote in message 
  [EMAIL PROTECTED]:
  
  
 Yes, any other (non OpenGL supported format) just saves some disk
 space  but no texture memory. As far as I understand it, OpenGL
 supports  compressed RGB images _in_memory_. 
  
  
  ..here you mean in video card texture memory? 
  
 
 Yep, textures can be removed from main memory when sent to the OpenGL 
 driver(*).
 
 Erik
 
 (*) Well, OpenGL still keeps a copy in main memory.

..yeah, I'm _guessing_ main memory copies and AMD K6-2 flags like these
3dnow k6_mtrr might need a K6 kernel (or not?) might fool OpenGL or FG
or whatever into doing stuff in the CPU rather than the GPU.  Right now
I'm running a 386 kernel, and have a few more things I need to get
done this week and weekend (thermochemical gasifier test runs).  

-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;-)
...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.



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