Re: [Dri-devel] new s3tc patch

2004-01-15 Thread Mike Mestnik
I think I get what your saying here, about white and black being your max and min. The answer is simple, to my simple mind. You need to compress your max and min based uppon your full data set. Apply the means-extream, if applicable, to get your new max and min. Bottom line, make Black into Br

Re: [Dri-devel] new s3tc patch

2004-01-15 Thread Mike Mestnik
I think I get what your saying here, about white and black being your max and min. The answer is simple, to my simple mind. You need to compress your max and min based uppon your full data set. Apply the means-extream, if applicable, to get your new max and min. Bottom line, make Black into Br

Re: [Dri-devel] new s3tc patch

2004-01-15 Thread Mike Mestnik
I think I get what your saying here, about white and black being your max and min. The answer is simple, to my simple mind. You need to compress your max and min based uppon your full data set. Apply the means-extream, if applicable, to get your new max and min. Bottom line, make Black into Br

Re: [Dri-devel] new s3tc patch

2004-01-14 Thread Ian Romanick
Daniel Vogel wrote: Yes certainly. But software decompression of textures really should never happen in games (performance of software rasterization really FWIW, that's how we handle support for cards that don't support texture compression as we store our textures pre- compressed. I agree though

RE: [Dri-devel] new s3tc patch

2004-01-14 Thread Daniel Vogel
> Yes certainly. But software decompression of textures really should > never happen in games (performance of software rasterization really FWIW, that's how we handle support for cards that don't support texture compression as we store our textures pre- compressed. I agree though that it doesn't

Re: [Dri-devel] new s3tc patch

2004-01-14 Thread Roland Scheidegger
Daniel Vogel wrote: [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 Yes, but everything there just says "unknown" - no compression format, nothing interesting at all (except t

RE: [Dri-devel] new s3tc patch

2004-01-14 Thread Daniel Vogel
[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 ear

Re: [Dri-devel] new s3tc patch

2004-01-14 Thread Roland Scheidegger
Dieter Nützel wrote: (needed for QuakeIII/rtcw, don't know about rtcw:et). This time I haven't tested the r200 patch, only radeon so use at your own risk. Using 8/8/8 Color bits, 24 depth, 8 stencil display. GL_RENDERER: Mesa DRI R200 20030328 AGP 4x x86/MMX+/3DNow!+/SSE TCL Initializing OpenGL e

Re: [Dri-devel] new s3tc patch

2004-01-14 Thread Dieter Nützel
Am Mittwoch, 14. Januar 2004 06:29 schrieb Dieter Nützel: > Am Sonntag, 28. Dezember 2003 23:00 schrieb Roland Scheidegger: > > ok, here it is, the long-awaited, highly controversial new patch ;-). > > (patches against current Mesa cvs, if you used the older version you > > need to reverse it first

Re: [Dri-devel] new s3tc patch

2004-01-13 Thread Dieter Nützel
Am Sonntag, 28. Dezember 2003 23:00 schrieb Roland Scheidegger: > ok, here it is, the long-awaited, highly controversial new patch ;-). > (patches against current Mesa cvs, if you used the older version you > need to reverse it first). > The radeon/r200 patches have a texture alignment problem (wit

Re: [Dri-devel] new s3tc patch

2004-01-02 Thread areversat
Well well, i just tried the patched version of the CVS tree with ut2003 and it's simply great, textures are just looking fine and the game is far more playable than it used to be, yet i had to disable TCL to avoid having purple textures sometimes. It really would be a shame if this patch wasn't int

Re: [Dri-devel] new s3tc patch

2003-12-28 Thread sdawson
Hi, Patch is working very nicely on my 9200, textures look great in NWN. q3a runs fine as well although I didn't play around with the texture settings much. Many thanks. Regards Steve. --- This SF.net email is sponsored by: IBM Linux Tu