From: Roland S. <sr...@tu...> - 2008-07-21 21:34:43
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On 21.07.2008 23:10, Corbin Simpson wrote: > Philipp Klaus Krause wrote: >> Stefan Dösinger schrieb: >>> This may be slightly off topic, but I am wondering if there's any way to >>> detect the ability to upload precompressed textures when >>> GL_EXT_texture_compression_s3tc is not available(aka the user hasn't forced >>> it). Wine and CrossOver users are regularly complaining that their games do >>> not work due to the lack of S3TC, but all Wine needs for D3D is the ability >>> to load precompressed textures(*). So I'd be perfectly happy with getting >>> just this feature, if the user just didn't have to do anything manually. >>> I think writing an extension spec is outside of the scope, but is there >>> something else, like setting an environment variable, or just trying to call >>> glCompressedTexImage even thought the extension isn't advertised? >>> Thanks, >>> Stefan >>> (*) D3D has a feature to compress textures, but it is independent of the >>> hardware's features. >> If you only use DXT1 there's EXT_texture_compression_dxt1. It offers >> support for using DXT1 precompressed textures. However AFAIK it'S >> currently not supported in the free drivers (even if >> GL_EXT_texture_compression_s3tc is avialable). > > Ooh, seems nice, even though it's OGLES. I'm putting that on my todo > list for Radeons. There wouldn't be any code necessary for the radeon driver (other than announcing the extension), this would all be core mesa. Roland |