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 > | > __________________________________ Do you Yahoo!? SBC Yahoo! - Internet access at a great low price. http://promo.yahoo.com/sbc/ ------------------------------------------------------- This SF.Net email is sponsored by: SourceForge.net Broadband Sign-up now for SourceForge Broadband and get the fastest 6.0/768 connection for only $19.95/mo for the first 3 months! http://ads.osdn.com/?ad_id=2562&alloc_id=6184&op=click -- _______________________________________________ Dri-devel mailing list [EMAIL PROTECTED] https://lists.sourceforge.net/lists/listinfo/dri-devel