Re: [AD] WIP compressed texture support patch |
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- To: "'Allegro Development'" <alleg-developers@xxxxxxxxxx>
- Subject: Re: [AD] WIP compressed texture support patch
- From: "Trent Gamblin" <trent@xxxxxxxxxx>
- Date: Wed, 17 Dec 2014 20:28:45 -0700
- Thread-index: AQJ63Xut/wbqnQziCdJ4I2r4tmCaeQJzZq9zAg3kaC0DHvwyvAL8pIVfAXJuvvwCWrzeCAH3huj9mrwdSdA=
I think that's acceptable. Whether or not to enable it by default is more
difficult. I'd say if there's any question about it, leave it disabled by
default.
-----Original Message-----
From: SiegeLordEx [mailto:slabode@xxxxxxxxxx]
Sent: December 17, 2014 7:56 PM
To: alleg-developers@xxxxxxxxxx
Subject: Re: [AD] WIP compressed texture support patch
On 12/16/2014 08:30 AM, Brandon McCaig wrote:
> SiegeLordEx:
>
> On Mon, Dec 15, 2014 at 11:55 PM, SiegeLordEx <slabode@xxxxxxxxxx> wrote:
>> Right, I was wrong about the level... you need to implement every
>> element of a claim. The particular claims that concern the component
>> that I've implemented always include it along with other components
>> which I didn't implement.
>
> How hard would it be to design the patch so that support for this can
> be easily excluded from the build? That way if anybody fears patent
> issues and doesn't require this functionality they can spare
> themselves the trouble by just excluding it from their distribution
> entirely. If it isn't too much work to do and maintain it seems
> worthwhile just in case since it was enough to prompt a discussion at
> all and none of us are laywers..
Not hard at all, but it's not something easily worked around, so loading of
pre-compressed bitmaps will be disabled for OpenGL if it's compiled out.
-SL
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