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<b><a class="bz_bug_link
bz_status_NEW "
title="NEW - Noise in Football Manager 2014 textures"
href="https://bugs.freedesktop.org/show_bug.cgi?id=86747#c4">Comment # 4</a>
on <a class="bz_bug_link
bz_status_NEW "
title="NEW - Noise in Football Manager 2014 textures"
href="https://bugs.freedesktop.org/show_bug.cgi?id=86747">bug 86747</a>
from <span class="vcard"><a class="email" href="mailto:eero.t.tamminen@intel.com" title="Eero Tamminen <eero.t.tamminen@intel.com>"> <span class="fn">Eero Tamminen</span></a>
</span></b>
<pre>Texture targets / formats used by FM2014:
- GL_TEXTURE_2D / GL_COMPRESSED_RGBA_S3TC_DXT1_EXT:
- max levels: 10
- max size: 2048 kB (2048x2048)
- GL_TEXTURE_2D / GL_COMPRESSED_RGBA_S3TC_DXT3_EXT:
- max levels: 9
- max size: 4096 kB (2048x2048)
- GL_TEXTURE_2D / GL_COMPRESSED_RGBA_S3TC_DXT5_EXT:
- max levels: 9
- max size: 4096 kB (2048x2048)
- GL_TEXTURE_2D / GL_LUMINANCE8:
- max levels: 0
- max size: 768 kB (1024x768 GL_UNSIGNED_BYTE)
- GL_TEXTURE_2D / GL_R32F:
- max levels: 0
- max size: 32400 kB (3840x2160 GL_FLOAT)
- GL_TEXTURE_2D / GL_RG16F:
- max levels: 0
- max size: 4096 kB (1024x1024 GL_HALF_FLOAT)
- GL_TEXTURE_2D / GL_RGB8:
- max levels: 0
- max size: 32400 kB (3840x2160 GL_UNSIGNED_BYTE)
- GL_TEXTURE_2D / GL_RGBA8:
- max levels: 0
- max size: 32768 kB (4096x2048 GL_UNSIGNED_BYTE)
As to the minimum texture sizes, FM uses high mipmap levels even with small
textures:
...
glCompressedTexImage2DARB(target = GL_TEXTURE_2D, level = 7, internalformat =
GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, width = 4, height = 4, border = 0, imageSize
= 8, data = blob(8))
glCompressedTexImage2DARB(target = GL_TEXTURE_2D, level = 8, internalformat =
GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, width = 2, height = 2, border = 0, imageSize
= 8, data = blob(8))
glCompressedTexImage2DARB(target = GL_TEXTURE_2D, level = 9, internalformat =
GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, width = 1, height = 1, border = 0, imageSize
= 8, data = blob(8))
DXT kernel is 4x4, so mipmap levels with 1x1 or 2x2 pixels seems a bit odd.</pre>
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