[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
http://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=575
------- 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
otherwise.
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
#define GL_COMPRESSED_RGB_S3TC_DXT1_EXT 0x83F0
#define GL_COMPRESSED_RGBA_S3TC_DXT1_EXT 0x83F1
#define GL_COMPRESSED_RGBA_S3TC_DXT3_EXT 0x83F2
#define GL_COMPRESSED_RGBA_S3TC_DXT5_EXT 0x83F3
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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