"Een interessant stukje is het geblaat over de FXT1 van 3dfx, omdat ik bij Q3 met m'n V3'tje hopeloos te kort schiet wanneer de hoeveelheid textures toeneemt (Q3DM12)":
7. There has been little open acknowledgement of FXT1 at the moment. Given that S3TC cannot be used on non S3 cards for OpenGL games, will you be writing some showcase utility that, say, extracts all the textures from the Quake 3 cab, converts them to FXT1, and allows Voodoo 4/5 users to play Quake 3 in FXT1 mode, giving the benefits of full 32bit textures, while minimizing the impact on the memory bandwidth?
It's good that you noted that DXTC is not truly open or cross-platform: that's the main reason that we developed FXT1. FXT1 is especially exciting for the Linux and MacOS communities. We have a strong set of tools for developers, as opposed to end users, to easily compress their textures into FXT1 and then provide patches to end users. As Linux and MacOS gain in popularity FXT1's support will grow, too. And we're not stopping with FXT1: texture compression ratios and quality will never be "good enough." However, rest assured that we will always provide excellent support for the current Microsoft compression algorithm and people will be very pleased to see that VSA-100's implementation of DXTC will likely be the best on the market.
Voor meer info over o.a. de Voodoo Volts (bijgeleverde Powerdoos voor je nieuwe Voodoo-kaart), klik hier.