Comment # 5
from pcpa
(In reply to comment #4) > (In reply to comment #3) > > Thanks for noticing it. > > > > A grep -ri s3tc shows only references to it in > > src/nvtt/squish/texture_compression_s3tc.txt > > Simply searching for s3tc is not enough. There are multiple variants of > S3TC, named DXT[1-5]. Which I definitely see code for in here. I don't > think this is something Fedora can ship. I was under the impression that it did only interface to s3tc, but it actually embeds an open source implementation, that was already blocked at https://bugzilla.redhat.com/show_bug.cgi?id=407561 For more information, start of thread in debian, http://lists.debian.org/debian-mentors/2010/09/msg00080.html There is a comment about DeVIL (also in fedora) http://lists.debian.org/debian-mentors/2010/09/msg00129.html but from what I could read in DeVIL sources, it does not include an implementation, and only attempts to get pointers to it from the libGL. And apparently debian decision was to allow it due to not enforced patent, but that should be an option for debian and not for Fedora/RedHat http://lists.debian.org/debian-mentors/2010/09/msg00130.html Nevertheless, looking more closely at 0ad build options, I see the default is to build a bundled nvtt, or respect --with-system-nvtt, but there is yet another --without-nvtt that I suppose is an alternative to either textures already compressed in 0ad-data or just not compressing it. Reading the sources, --without-nvtt defines CONFIG2_NVTT to 0, and only source to use it is <0ad-src>/source/graphics/TextureConverter.cpp with functions that can be called from <0ad-src>/source/graphics/TextureManager.cpp I will try a --without-nvtt build later, and see the results, e.g. if not filling my disk, or console with logs: -%<- bool CTextureConverter::ConvertTexture(const CTexturePtr& texture, const VfsPath& src, const VfsPath& dest, const Settings& settings) { /* load image from vfs, checks, etc */ #if CONFIG2_NVTT ... request->compressionOptions.setQuality(m_HighQuality ? nvtt::Quality_Production : nvtt::Quality_Fastest); // TODO: normal maps, gamma, etc // Load the texture data request->inputOptions.setTextureLayout(nvtt::TextureType_2D, tex.w, tex.h); request->inputOptions.setMipmapData(tex_get_data(&tex), tex.w, tex.h); // NVTT copies the texture data so we can free it now tex_free(&tex); pthread_mutex_lock(&m_WorkerMutex); m_RequestQueue.push_back(request); pthread_mutex_unlock(&m_WorkerMutex); // Wake up the worker thread SDL_SemPost(m_WorkerSem); return true; #else LOGERROR(L"Failed to convert texture \"%ls\" (NVTT not available)", src.string().c_str()); return false; #endif } -%<- There is an upstream page about the issue at http://trac.wildfiregames.com/wiki/CompressedTextures
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