Rich Geldreich
Rich Geldreich
Interesting - I wasn't aware of this. It's solid existence proof that it's doable.
That's correct - we only support basic things in display lists. Full support would require a relatively large amount of work to shadow various state. I would rather work on...
Looks like we're calling some glIsEnabled() on some things that are compat profile only. I can check this out. Also, we have done basically zero testing on mesa yet and...
Hi fscan - I don't think Peter has layers in yet. The texture viewer is very much a work in progress right now. LunarG is providing us with some new...
Can you try switching the codec to not using SSE? (Or, just disabling the SSE version of Adler32.) The codec has plain C (scalar) fallbacks for everything that utilizes SSE....
Thanks, will investigate.
On rounding during interpolation for BC3 alpha/BC4/BC5 - Intel GPU's don't round AFAIK. My code (like in crunch) doesn't round. See pages 123-124 of "Intel® 965 Express Chipset, Family and...
Additionally, it's also possible using multiple IDAT's to parallelize PNG encoding across multiple threads. Combining both techniques would result in enormous reductions in wall-block time for writing PNG. The time...
> Given that it results in fully standard PNGs, using this technique doesn't require any changes to the spec, right? Correct. No spec changes. There's already a Rust implementation of...
I modified miniz (a zlib alternative) to implement pixel-wise LZ compression: All LZ matches are aligned to 4 byte boundaries, and literals are always output in groups of 4. Compression...