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On 18.3.2011 16:50, Henri Verbeet wrote:
<blockquote
cite="mid:AANLkTin3gsvEbbWamCKPC5bBtqbWMa=omBCkJgHTr7tQ@mail.gmail.com"
type="cite">
<pre wrap="">On 18 March 2011 14:19, Petr Sebor <a class="moz-txt-link-rfc2396E" href="mailto:petr@scssoft.com"><petr@scssoft.com></a> wrote:
</pre>
<blockquote type="cite">
<pre wrap="">I know that at least our games would benefit from this feature immediately,
but I guess Wine people might welcome this as well, where 'benefit' means -
do not have to
painfully install the external DXT library, which is very likely not needed
at all.
</pre>
</blockquote>
<pre wrap="">As far as Wine is concerned, not without a proper extension. At this
stage having the external library or driconf option is good enough for
Wine. In the end this is a legal problem rather than a technical
problem though.
</pre>
</blockquote>
<br>
Henri,<br>
<span class="Apple-style-span" style="border-collapse: separate;
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class="Apple-style-span" style="font-family:
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style="font-weight: bold;"><br>
</strong></span></span>with all respect, I encourage you to
lookup the S3TC patent US 5956431 once more to see<br>
what is actually claimed. The patent relates to image processing
systems that actually actively<br>
perform image compression or decompression. This is actually the
reason why the Mesa uses<br>
external processing library to be free of this legally covered
stuff.<br>
<br>
Of course, without the help of such external library, Mesa cannot
claim to support<br>
GL_EXT_texture_compression_s3tc, because if it does, it has to
implement the patented<br>
algorithm.<br>
<br>
The situation is different in this case. I am just saying - please,
relax the enforcement of the existence<br>
of the external image processing library in the Mesa in the cases
when hardware natively supports<br>
DXTn formats and the Mesa client provides DXTn precompressed data,
merely allowing<br>
a binary passthrough via well documented and available interface
defined in the<br>
abstract ARB_texture_compression extension, allowing exactly for
such cases where the<br>
OpenGL implementation doesn't claim the availability of given
compressed format processing,<br>
but allowing the data to be just passed through.<br>
<br>
In this situation, the DXTn (S3TC) related agorithms were all
implemented and used outside of the<br>
Mesa body and as far as I can see, nothing of the patent applies
here.<br>
<br>
In the past days, applications (games) relied on the existence of
the GL_S3_s3tc<br>
or GL_EXT_texture_compression_s3tc extensions, because they expected
the implementation<br>
to optionally compress the data for them to save video memory and
bandwidth,<br>
without precompressing the data themselves.<br>
<br>
Nowadays the situation is quite different, whereas almost any modern
game relies on the<br>
existence of the hardware s3tc and provides preauthored data in the
form it wants<br>
the implementation to use it, without actually requesting on-the-fly
image compression.<br>
But just because we are all 'used to' simply check for the existence<br>
of the GL_EXT_texture_compression_s3tc doesn't mean we really want
to use it at all.<br>
Many of the current applications do not. Limited
ARB_texture_compression is sufficient enough<br>
for all our needs.<br>
<br>
Regards,<br>
Petr<br>
<br>
--<br>
Petr Sebor / SCS Software [ <a class="moz-txt-link-freetext" href="http://www.scssoft.com">http://www.scssoft.com</a> ]<br>
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