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Thread: nVidia texture formats table has been updated

  1. #1
    Senior Member OpenGL Pro Ilian Dinev's Avatar
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    nVidia texture formats table has been updated


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    Senior Member OpenGL Guru Dark Photon's Avatar
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    Re: nVidia texture formats table has been updated

    Excellent! Thanks for the heads-up!

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    Re: nVidia texture formats table has been updated

    Does anybody know if there is a similar table about texture formats supported as FBO attachments (render targets) per chipset family?

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    Senior Member OpenGL Guru Dark Photon's Avatar
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    Re: nVidia texture formats table has been updated

    Quote Originally Posted by overlay
    Does anybody know if there is a similar table about texture formats supported as FBO attachments (render targets) per chipset family?
    There's an fboCheckSupported tool someone mailed out a while back that works well, though it's not too hard to write one.

    But no I haven't seen what you ask for for multiple chipsets. There's a table for GeForce 6 specifically in GPU Gems 2, Ch 30 (D3D list). And there are bits in the NVidia GPU Programming Guides. But nothing all in one spot I've seen, and nothing cross-vendor.

    Maybe it's time to start a table in the wiki? A little tool folks could download and run to generate a report record would fill the bill.

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    Senior Member OpenGL Pro Ilian Dinev's Avatar
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    Re: nVidia texture formats table has been updated

    nVidia's SimpleFBO has some helping funcs about enumeration;

    Modus has recently published some DXGI results, which should be mostly valid for gl: http://snpow.wordpress.com/

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    Senior Member OpenGL Guru zed's Avatar
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    Re: nVidia texture formats table has been updated

    One thing thats buggged me for years,
    why havent there been more + better texture compression methods over the years?

    DXT1-5 4x->8x compression (i.e. pretty bad ratio OK, yet the image quality is terrible)

    I see on that table theres finally something new, COMPRESSED_LUMINANCE_LATC1 etc
    but since its only nvidia G80+ and new ATI cards, unless you drastically limit the cards that cam run your stuff, youre stuck with s3tc

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    Re: nVidia texture formats table has been updated

    AFAIK LATC is nothing else, than RG textures, which in turn are simply DXT compression for 2 channel textures.
    GLIM - Immediate Mode Emulation for GL3

  8. #8
    Senior Member OpenGL Pro Ilian Dinev's Avatar
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    Re: nVidia texture formats table has been updated

    Quote Originally Posted by zed
    DXT1-5 4x->8x compression (i.e. pretty bad ratio OK, yet the image quality is terrible)
    16-bit 565 color, with hopes after blending the palette entries it'll reach the original color.
    Other compressions require zlib inflate() and optionally idct().
    Maybe getting 8888 color entries in a s3tc-like compression could yield better colors. Or returning 256-entry palettes back in business, with options to make up to i.e 1024-entry ones.

  9. #9
    Senior Member OpenGL Guru Dark Photon's Avatar
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    Re: nVidia texture formats table has been updated

    Quote Originally Posted by Ilian Dinev
    Quote Originally Posted by zed
    DXT1-5 4x->8x compression (i.e. pretty bad ratio OK, yet the image quality is terrible)
    16-bit 565 color, with hopes after blending the palette entries it'll reach the original color.
    Other compressions require zlib inflate() and optionally idct().
    Maybe getting 8888 color entries in a s3tc-like compression could yield better colors. Or returning 256-entry palettes back in business, with options to make up to i.e 1024-entry ones.
    Yeah, interpolated RGB565 isn't for everyone.

    Have you checked out encoding colors in the YCoCg color space using DXT5? Still only 1 byte/texel on average (vs. 0.5 bytes/texel for DXT1), and simple shader math to get RGB back out from the texture sample. You trade alpha for better color quality.

    * Real-time YCoCg-DXT Compression
    * FastDXT (RGB and YCoCg DXT compression on CPU and GPU)

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