Will Microsoft ever adopt a new compression method?

Discussion in 'General 3D Technology' started by Brimstone, Dec 21, 2002.

  1. arjan de lumens

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  2. OpenGL guy

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  3. Simon F

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    Ahh cheers. This is one of the reasons MBX has its own texture compression scheme ;-)

    I also noted teh following from that spec:
    Useful? Surely not!!.

    IM(NS)HO, premultiplied alpha (which is effectively what we have here) is a mistake once you have any form of texture filtering! When you get a fully transparent texel, the information content drops from 4 dimensions (ARGB) down to 1 (just alpha) so this means you can't filter the colour channels sensibly around the fully transparent pixels. The result: ugly grey/black halos.
     
  4. JohnH

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    Probably useful where you're only going to be applying additive blending to the texture, questionable for anything else...

    John.
     
  5. Simon F

    Simon F Tea maker
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    Even then I can't see much point. You can just as easily set the dest blend to 1 and src to alpha and, hey presto, "pre-multiplied alpha". <shrug>

    .... unless, of course, the developer wanted to square the alpha I suppose.... :?
     
  6. xGL

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    Anyone knows why S3 is no more part of the Futuremark BETA program?

    Maybe it's a repeat of the NV30 scenario : they noticed their Deltachrome performed very badly in 3D Mark and therefore decided to boycott it... :roll:
     
  7. tEd

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    too expensive :wink:
     
  8. OpenGL guy

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    Sure it is. If you don't care about transparency, you can use this encoding to get black without sacrificing one of your two palette colors for that block.
     
  9. Simon F

    Simon F Tea maker
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    Well I was meaning WRT to translucency but, yes, I can see that it does give you black for free. Now where's that image of the model T Ford I need to compress....? :)
     
  10. OpenGL guy

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    Just think how great a black hole would look! :D
     
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