Fernando Mato Mira (matomira++at++iname.com)
Mon, 06 Sep 1999 10:29:15 +0200
>> I've always been curious regarding what that hardware is precisely (where
>> it is, how it integrates with IRIX, etc.)
Someone asked what I meant by `where': I meant if besides the gfx support
there was something specific to this in the I/O controllers, for example.
>> So, what about images resident in RAM but bigger than texture memory?
>
>You can always add texture memory management to your app and subload to
>the graphics over time.
But I don't want to do that! That incresases cost, and more importantly
_RISK_.
I'm preparing a tender, so I'm interested in how I can make my offer more
attractive basically `for free'.
>> [BTW, is anybody working on an OpenGL extension for texture compression,
>> now that there are chips supporting the Direct3D stuff?]
>
>It's actually pretty straightforward to support this using new internal
>format tokens. The only question is do you compress on download or
I just found this:
http://www.s3.com/s3tc/s3tcoglext.htm
NOTE: please don't Cc: to me. I already get info-perfomer, thanks.
Regards,
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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