On Sat, 15 May 2004 13:30:16 -0700 "Mark Cass" <[EMAIL PROTECTED]> wrote:
> Felix, > > i think the texture formats you are talking about are the ones enumerated in > savage_bci.h . i tried all of them. I was talking about the parameters that are used by the tiling functions for various texture formats. They are defined at the beginning of savagetex.c, called tileInfo_pro and tileInfo_s3d_s4. The first line applies to 4bit texture formats (supposedly the compressed ones). > > NEWS BULLETIN: > i set the textBytes to 4 and i now have the correct colors. i think this > works because each texel block (4x4 texels) in a DXT3 or DTX5 is compressed > to a four byte value. but now the image looks warped! 4 bytes per 16 texels would make 2bit per texel. Weird, then why are these formats called xyz4bit? I'm not sure I understand what you mean with "warped". Do you have a screenshot? > > mark Felix ------------------------------------------------------- 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