About the awful looking texture compression
The Serpent Rider wrote:Which?
The Serpent Rider wrote:Infamous horrible DXT1 compression on pre-Geforce 4 card
Fusion wrote:I'm not sure how any of us put up with these comparison shots.
"look at this 640x480 screenshot of the *insert card* vs the *insert card* running at 1600x1200.
leileilol wrote:The fabled "perfect" Voodoo also has banded filtering, fwiw....
leileilol wrote:Yep. Let's look real close into a zoomed 32x32 32-bit texture (swizzled to rgba4444 don't tell anyone) for The Truth(tm)
(also full disclosure this engine is id tech3 and there's no overbrights enabled here therefore it's as accurate as accurate can be)
Therefore by fact i'm right and everyone using these cards are idoits for using low quality filter product!!!!!!!!!!
silikone wrote:Is this a fault of the real-time compression taking place
appiah4 wrote:Fusion wrote:I'm not sure how any of us put up with these comparison shots.
"look at this 640x480 screenshot of the *insert card* vs the *insert card* running at 1600x1200.
What does resolution have to do with the horrible skybox banding?
silikone wrote:According to the source code, Quake 3 uploads the textures to a format called GL_RGB4_S3TC, but all documentation available online points to GL_COMPRESSED_RGB_S3TC_DXT1_EXT being the standard. I wonder if this has any implications for the image quality...
silikone wrote:...when texture compression is not disabled (but why wouldn't you)
spiroyster wrote:Since its 32-bit per pixel
leileilol wrote:the deal with Q3 having it on is that it's default on to future proof for forthcoming S3 cards that "need" it.
spiroyster wrote:spiroyster wrote:Since its 32-bit per pixel
I got this wrong, there are two 16-bit colours. And 32-bits of meta. So while the colour is 32-bits (2 x 16-bit colours combined in some fashion), 4x4 of pixels box is defined by 64-bits (so a bit like 4-bit per pixel, but not laid out that way as its not raw, its 'processed'). 'Ouch' on that compression, but 'cool' being able to decompress on a per-box basis at run-time.
spiroyster wrote:I'll revise that then...
Solution: Always turn it off.
silikone wrote:So what exactly is the difference between RGB4 and RGB in this context?
some opengl.org user wrote:3. Changes to the level Parameter
Level takes negative numbers for GL_RGB_S3TC and GL_RGBA_S3TC formats only. Any other formats will generate an
error.
The negative number indicates the pixels contain 0 to abs(level) mipmaps.
silikone wrote:I guess it could prove useful on a Savage 3D, which would defecate itself it were tasked to run full-res Quake 3 textures without compression.
It's interesting to see that Quake 3 explicitly turns on trilinear filtering when it detects a Savage. No other card received a default configuration "boon".
silikone wrote: No other card received a default configuration "boon".
leileilol wrote:silikone wrote: No other card received a default configuration "boon".
Q3 will force bilinear on Voodoo hardware no matter what (As a workaround to early ICD bugs that didn't like trilinear filtered multitextured surfaces, even if you wanted to safely use trilinear in a vertex-lit only render path, q3 can't allow you to do it, you'll have to force it on via your glide settings panel instead)
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