This is the talk page for discussing improvements to the 3Dc article. This is not a forum for general discussion of the article's subject. |
Article policies
|
Find sources: Google (books · news · scholar · free images · WP refs) · FENS · JSTOR · TWL |
This article is rated Start-class on Wikipedia's content assessment scale. It is of interest to multiple WikiProjects. | ||||||||||||||||||||||||||||||||||||||
|
Untitled
editIs this algorithm patented? faragon 22:57, 2005 Jan 25 (UTC+1)
- It technically should be. BC5 is just a variation of DXT5 (it uses two single-channel compression blocks), which is already under patent by S3. That being said, OpenGL incorporated RGTC into core in 3.0, yet they can't incorporate BC's 1-3 into core due to S3's patent. So... it's not clear. It may be that S3's patent only covers the tradition block compression 3-channel form, which would mean that anything that uses the BC1 compression would be covered. But if the single-channel additions in BC2 and 3 were not patented, then that could explain why OpenGL can incorporate them. In which case, BC5 would not be patented. Or at least, not by S3. Korval (talk) 18:18, 24 December 2014 (UTC)
natively achieved
editThe article states: 'Compression is natively achieved by finding the lowest and highest values of the 16 pixels to be compressed and storing each of those as an 8-bit quantity. '. This is odd to me -- would 'naively' not fit better? Holzklöppel (talk) 14:49, 16 May 2022 (UTC)