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<b><a class="bz_bug_link
bz_status_NEW "
title="NEW - [HSW/BSW/BDW/SKL] Google Earth is not resolving all the details in the map correctly"
href="https://bugs.freedesktop.org/show_bug.cgi?id=100925#c16">Comment # 16</a>
on <a class="bz_bug_link
bz_status_NEW "
title="NEW - [HSW/BSW/BDW/SKL] Google Earth is not resolving all the details in the map correctly"
href="https://bugs.freedesktop.org/show_bug.cgi?id=100925">bug 100925</a>
from <span class="vcard"><a class="email" href="mailto:nanleychery@gmail.com" title="Nanley Chery <nanleychery@gmail.com>"> <span class="fn">Nanley Chery</span></a>
</span></b>
<pre>I found some text from the SKL PRM, Vol 5: Memory Views, that explains the
errors we're seeing:
Example of Opaque Color Encoding
[...]
00 ? color_0
01 ? color_1
10 ? 2/3 color_0 + 1/3 color_1
11 ? 1/3 color_0 + 2/3 color_1
[...]
Programming Note
Context: Opaque Textures (DXT1_RGB)
The behavior of this format is not compliant with the OGL spec
Here's the OGL spec behaviour for reference:
The RGB color for a texel at location (x,y) in the block is given by:
RGB0, if color0 > color1 and code(x,y) == 0
RGB1, if color0 > color1 and code(x,y) == 1
(2*RGB0+RGB1)/3, if color0 > color1 and code(x,y) == 2
(RGB0+2*RGB1)/3, if color0 > color1 and code(x,y) == 3
RGB0, if color0 <= color1 and code(x,y) == 0
RGB1, if color0 <= color1 and code(x,y) == 1
(RGB0+RGB1)/2, if color0 <= color1 and code(x,y) == 2
BLACK, if color0 <= color1 and code(x,y) == 3
Arithmetic operations are done per component, and BLACK refers to an
RGB color where red, green, and blue are all zero.
<a href="http://developer.download.nvidia.com/opengl/specs/GL_EXT_texture_compression_s3tc.txt">http://developer.download.nvidia.com/opengl/specs/GL_EXT_texture_compression_s3tc.txt</a></pre>
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