guys,
as i have mentioned before i am working on
adding s3tc texture compression support to the savage driver. i have added
code to the savage driver based upon the radeon driver (and patches). the code i
have added only supports uploading pre-compressed textures. as also previously
mentioned, i have tested the code and texture on a different computer that uses
nvidia's driver and everything works.
as it stands now, i have the compressed texture
showing up but it does not look right. the colors are all messed up. the
proportions and layout of the texture are correct.
i set the size of the texture from the
compressedSize variable in the texture struct. i set the width and height from
the formulas in the radeon driver. width = (ImageWidthUncompressed / 4) x 16.
height = ImageHeightUncompressed / 4. the "16" in the width formula is used for
DXT3 and DXT5, "8" is used for DXT1. this width and height are used as input to
the tile upload code, as well as inputs to the texture registers (width &
height in power of 2).
i have tried using all possible internal formats
for s3tc, as enumerated in savage_bci.h, but none make the picture look any
better. in fact, most make it look worse so i think i have these
right.
i have also tried using a diffeerent bytes
per texel which affects how the tiles are uploaded. currently i am using 1
byte per texel.
it seems that the right amount of data is
getting uploaded. i have played with the formulas (i.e. width and height just
divided by 4 instead of the current disproportional values) and the texture appears distorted in proportion and
composition.
does anyone have an idea?
mark
|
- Re: savage texture compression - REALLY CLOSE Mark Cass
- Re: savage texture compression - REALLY CLOSE Felix Kühling
- Re: savage texture compression - REALLY CLOSE Alex Deucher
- Re: savage texture compression - REALLY CLOSE Mark Cass
- Re: savage texture compression - REALLY CLOSE Felix Kühling