But the better compressing ones are lossy. Paletted can be lossless.
Indeed. But the only place where paletted will be better than lossy s3tc is hand drawn pixel art. (And if that's what the game contains, you can achieve better quality and lower VRAM usage with a shader instead of the 1998-level GL_EXT_paletted_texture extension.But the better compressing ones are lossy. Paletted can be lossless.
step completely throws away data during the reduction to 5-6bpp. Data which can never be restored. What is actually compress is a 16bpp image to 4bpp.
I might just be over reacting to small details. I just don't like when things are advertised as a better product than they actually are (could be read as lying).
I understand the cleanup but still somehow it's sad to see legacy support go. But then, VIA's stuff was never really running anything besides glxgears anyway and that wasn't much better than SW rendering. Well, time goes by. But if it helps to make things better...
Too bad. Currently mplayers gl2 output is the only one that works well on my unichrome notebook.
Some games work okayish with it, but mostly older stuff.
Hi, i'm Ozzy coder of Marball Odyssey.
The program is *not* using palette extensions. It's also a pure OpenGL 1.x prg, no shaders. ^^
On most platforms it uses compressed textures when available (ARB / DDS,PVRTC,KHRONOS etc) or fallback to uncompressed 32bits textures.
Extensions strings that you have found into the binary are just there to check GL extensions availabilty over various devices / systems that's why there is OES set of ext mainly dedicated to mobile devices.
Last edited by ozzyyzzo; 09-02-2011 at 02:58 AM.