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On 19.3.2011 16:06, Henri Verbeet wrote:
<blockquote
cite="mid:AANLkTinrqfMmfS+nwGhOiE0oQRzjQw5aZXZXjnkb08TZ@mail.gmail.com"
type="cite">
<pre wrap="">On 19 March 2011 12:24, Petr Sebor <a class="moz-txt-link-rfc2396E" href="mailto:petr@scssoft.com"><petr@scssoft.com></a> wrote:
</pre>
<blockquote type="cite">
<pre wrap="">But just because we are all 'used to' simply check for the existence
of the GL_EXT_texture_compression_s3tc doesn't mean we really want to use it
at all.
Many of the current applications do not. Limited ARB_texture_compression is
sufficient enough
for all our needs.
</pre>
</blockquote>
<pre wrap="">Sure. All I'm saying is that as far as Wine is concerned, we wouldn't
use that kind of undocumented hack. There would have to be a proper GL
extension offering compressed formats but not runtime compression /
decompression. That doesn't necessarily mean you won't be able to
convince other Mesa developers that this is a good idea, just that
usefulness to Wine isn't one of the arguments.
</pre>
</blockquote>
<br>
Henri,<br>
<br>
I apologize for touching Wine. It just immediately came to my mind
knowing<br>
all D3D games that can be played under it (and care about S3TC)
already<br>
come with precompressed data. I just thought this might be good
thing for its users.<br>
Probably not.<br>
<br>
And this is not an undocumented hack. ARB_texture_compression
explicitly<br>
defines mechanisms to work with 'unknown' formats providing a safe
passthrough.<br>
Thats what glCompressedTexImage actually is for.<span
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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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