[replying to multiple people] > They also enable the old, undocumented, dead and buried > GL_S3_s3tc extension
http://oss.sgi.com/projects/ogl-sample/registry/S3/s3tc.txt > Note that the alpha decompression of DXT5 (in txformat_tmp.h) is > horribly broken - stupid bug, the version from the earlier patch is > actually correct (games likely never need this). The sole reason of using DXT5 over DXT1, apart from working around below mentioned HW "features" on GeForce 1-4 cards, is using the alpha channel and we most certainly make a lot of use of the alpha channel of DXT3/5 textures and I would expect other games do the same. > further (you can get better than 16bit color accuracy by means of the > calculated colors, provided the GPU does the decoding in more > than 16bit). To the best of my knowledge the only GPUs that don't do this are NVIDIA's GeForce 1-4 cards with DXT1 (they use 32 bit precision for DXT3/5). You definitely want to use 32 bit for doing the color1/color2 blending as the artifacts are quite noticeable for e.g. lightmaps. > dark gray, light gray or white... The improved encoder I have here > improves this a bit, but fundamentally it seems to be a hard Check out NVIDIA's encoder as a reference as it is the best out there. http://developer.nvidia.com/object/nv_texture_tools.html -- Daniel, Epic Games Inc. ------------------------------------------------------- This SF.net email is sponsored by: Perforce Software. Perforce is the Fast Software Configuration Management System offering advanced branching capabilities and atomic changes on 50+ platforms. Free Eval! http://www.perforce.com/perforce/loadprog.html -- _______________________________________________ Dri-devel mailing list [EMAIL PROTECTED] https://lists.sourceforge.net/lists/listinfo/dri-devel