there is also an s3tc width field in the tiled surface regs (0x48c40,
etc.). you may need to mess with that.

Alex

--- Felix Kühling <[EMAIL PROTECTED]> wrote:
> Hi Mark,
> 
> Your description of the problems sounds like the tiling code does the
> right thing. However, in the driver there were originally some
> constants
> for 4bit per pixel texture formats. I thought they were for
> compressed
> texture formats. For example one of the texture formats is named
> TFT_S3TC4Bit. There are now some guessed numbers in the tileInfo_*[0]
> for 4bit texture formats. They are completely untested as the driver
> didn't support any such texture formats so far. Have you tried
> playing
> with these?
> 
> Felix
> 
> On Fri, 14 May 2004 18:30:24 -0700
> "Mark Cass" <[EMAIL PROTECTED]> wrote:
> 
> > 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
> 
> | Felix Kühling <[EMAIL PROTECTED]>                     http://fxk.de.vu
> |
> | PGP Fingerprint: 6A3C 9566 5B30 DDED 73C3  B152 151C 5CC1 D888 E595
> |
>


        
                
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