Bjorn said:Sabastian said:NV should adopt teh 3Dc speck? not if DXT5 is good enough.
Good enough = reality
Heh... Better than "good enough" = success...
Bjorn said:Sabastian said:NV should adopt teh 3Dc speck? not if DXT5 is good enough.
Good enough = reality
mczak said:Does the s3 patent even apply to the alpha component compression of DXT5? If not, 3Dc should be patent-free.
<OT rant>The patent office will grant you a patent on anything - be it trivial business methods (like amazon one-click patent) or things with lots of prior art (someone got a patent on "the wheel", just to prove the point). DXTC itself doesn't actually look like it should be patentable (too trivial - why do you think 3dfx invented a compression scheme which is 99.9% identical at about the same time?).
</OT rant>
But even if DXTC is covered by a valid patent (remember - courts define validity, not the patent office)...
And thus you display your lack of "education" or "experience". The examiners are technical people. Try getting a patent granted at the UKPO or EPO.WaltC said:Yes, but it's scant comfort to me whether the dummies in the patent office, or dummy lawyers and judges in courtrooms, decide what is a patent and what isn't. (I don't mean to suggest these people are actually "dummies"--just using the word loosely to describe people with little to no technical backgrounds in their education or their experience.)
Hyp-X said:Is it just me or really "improved DXT5" looks worse than simple DXT5 ?
This is really unexpected...
So you use R & A in improved DXT5? You might want to use G & A because G has higher precision.
Also did you write a scalar compressor for the color part for DXT5, or just converted the image and used a stock compressor?
float3 SiComputeNormalATI2N(float2 v, float zscale)
{
v = v*2.0-1.0;
float3 r = float3(v.x, v.y, sqrt(1.0 - dot(v.xy, v.xy)));
r.z *= zscale;
return normalize(r);
}
How come? For me the improved DXT5 is much better than plain DXT5, what's wrong going on here? :?Hyp-X said:Is it just me or really "improved DXT5" looks worse than simple DXT5 ?
This is really unexpected...
Actually, I didn't do the DXT5 part myself( the program is taken from the shaderX), gotta find out what the original author really did.Hyp-X said:]
So you use R & A in improved DXT5? You might want to use G & A because G has higher precision.
Also did you write a scalar compressor for the color part for DXT5, or just converted the image and used a stock compressor?
Hyp-X said:Is it just me or really "improved DXT5" looks worse than simple DXT5 ?
This is really unexpected...
So you use R & A in improved DXT5? You might want to use G & A because G has higher precision.
Also did you write a scalar compressor for the color part for DXT5, or just converted the image and used a stock compressor?
I noticed the same thing, and I have a question: what does the "r.z * = zscale" do here?Colourless said:In the Ruby demo this is the HLSL function that ATI uses do to that for 3DC
Code:float3 SiComputeNormalATI2N(float2 v, float zscale) { v = v*2.0-1.0; float3 r = float3(v.x, v.y, sqrt(1.0 - dot(v.xy, v.xy))); r.z *= zscale; return normalize(r); }
Then why didn't they make a flatted normal map in the first place if that's what they wanted?Colourless said:Large values for zscale will effectively flatten the bumpmap