Fernando Mato Mira (matomira++at++iname.com)
Fri, 03 Sep 1999 17:48:37 +0200
OK. I'll do that.
>As Angus explained, cliptexture requires special hardware. But there are
I've always been curious regarding what that hardware is precisely (where
it is, how it integrates with IRIX, etc.)
Going back to the issue, I've been discussing with the client, and I might
be able to cut down so I can fit everything in RAM (at least, until they
actually start seeing what they spec'ed ;->). But they also want a mobile
platform, and even if I still manage to do that, there's the issue that the
best one "can get" today (nothing available yet) would be a Savage3D-based
system with 16 MB of on-chip gfx RAM (so I guess that could be 32 a year
from now).
So, what about images resident in RAM but bigger than texture memory?
[BTW, is anybody working on an OpenGL extension for texture compression,
now that there are chips supporting the Direct3D stuff?]
Fernando D. Mato Mira
Real-Time SW Eng & Networking
Advanced Systems Engineering Division
CSEM
Jaquet-Droz 1 email: matomira AT acm DOT org
CH-2007 Neuchatel tel: +41 (32) 720-5157
Switzerland FAX: +41 (32) 720-5720
www.csem.ch www.vrai.com
<http://ligwww.epfl.ch/matomira.html>ligwww.epfl.ch/matomira.html
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