[Gtkradiant] [Bug 575] less texture load, binding low res versions

gtkradiant@zerowing.idsoftware.com gtkradiant@zerowing.idsoftware.com
Mon, 15 Jul 2002 07:31:34 -0500


------- Additional Comments From ttimo@idsoftware.com  2002-07-15 07:31 -------
> Riant

According to the tests that I've done, I get better results with S3 than
with the generic ARB compression call. I too was under the impression that
ARB would use any available compression scemes, but the spec tolm me

Here are the results :
DXT1 - release build - Columbia shaders : 685 Megs (RGBA)
DXT3 - release build - Columbia shaders : 756 Megs
DXT5 - release build - Columbia shaders : 749 Megs
Generic/ARB - release build - Columbia shaders : 752 Megs

DXT1 - release build - Hong Kong shaders : 948 Megs (RGBA)
DXT3 - release build - Hong Kong shaders : 1.03 Gigs
DXT5 - release build - Hong Kong shaders : 1.03 Gigs
Generic/ARB - release build - Hong Kong shaders : 1.03 Gigs

The end result : I added DXT1 compression to the picture.


patch 301 is DXT5
    g_qeglobals.texture_components = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
why? I thought DXT1 gave better results

the patch is not in final form yet either. we need to deal with preferences ..
turn on/off, or select the compression method? Is there an obvious visual
quality difference between the settings? All the possible compression settings
need to be queried. 

do we cover all compression formats with this?
#define GL_COMPRESSED_RGBA                0x84EE

do we prompt the user for those values, or we prompt for 'off/on' and use the
best compression method when on

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