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 Textures Compression for 16MB Banshee / Voodoo3
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PHOENIX
Initiate

France


66 Posts

Posted - 02/08/2003 :  00:30:56  Show Profile  Visit PHOENIX's Homepage  Reply with Quote
Hello

It would be good to add support for Textures Compression for 16MB Banshee / Voodoo3

Regards

mojomotion
Initiate

Italy


51 Posts

Posted - 05/08/2003 :  09:40:06  Show Profile  Visit mojomotion's Homepage  Click to see mojomotion's MSN Messenger address  Reply with Quote
Hi phoenix,
i read avenger spec file documentation and there are explained that the texture compression is yet functional! It is not the same as FXT1 or DXT5 but it work well! In fact the 24bit rgb textures are compressed in 8 bit Narrow Channel(YAB) with a good bandwith and memory saving

<powered by radeon9700>
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dborca
Average

Romania


425 Posts

Posted - 07/01/2004 :  09:36:57  Show Profile  Visit dborca's Homepage  Send dborca a Yahoo! Message  Reply with Quote
quote:
Originally posted by mojomotion

i read avenger spec file documentation and there are explained that the texture compression is yet functional! It is not the same as FXT1 or DXT5 but it work well! In fact the 24bit rgb textures are compressed in 8 bit Narrow Channel(YAB) with a good bandwith and memory saving

Yes, I added that to Mesa. It's already implemented, but not activated for two reasons:

Primo: there is no OpenGL standard for NCC textures. GL_COMPRESSED_NCC would be nice... Without that, no real application would ever make use of it. As a consequence, NCC can be used only internally... which brings us to the second issue

Secundo: NCC looks bad without error diffusion. With error diffusion it is great (sometimes better than FXT1/DXTC), but is awfully slow.

Regards,
Daniel Borca
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