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Thread: Question About the Texture Compression

  1. #1
    Junior Member
    Join Date
    Nov 2005
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    3

    Question About the Texture Compression

    Hi guys, I notice that the opengl-es will support 2 texture compression scheme, iPackman and Flxtc. Does any one know whether I need license the 2 algorithms from the Ericsson and Flantce or just can use free when I design the graphic hardware support the Opengl-es.
    Thanks

  2. #2
    Junior Member
    Join Date
    Oct 2004
    Location
    UK
    Posts
    24
    Hi Essential,

    OpenGL-ES does not mandate any specific texture compression schemes but exposes a generic mechanism which allows compressed texture data to be loaded and used. There are many Texture Compression schemes available under OpenGL ES depending on the vendor, including DXT1 (NVIDIA), DXTn (ATI), iPackman (BitBoys/ATI), FLXTC (Falanx/ARM) and PVRTC (PowerVR/Imagination Technologies and all licensees including TI, Philips, Freescale, Samsung, etc.).

    Most of these algorithms are not free to use and would require some kind of license or agreement.

    K-

    ------------------------------------
    Kristof Beets
    Third Party Relations Manager
    Business Development, PowerVR
    www.imgtec.com
    ------------------------------------

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