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GL_EXT_texture_compression_latc
homeprevnext Name
  
    EXT_texture_compression_latc  
  
homeprevnext Name Strings
  
    GL_EXT_texture_compression_latc  
    GL_NV_texture_compression_latc (legacy)  
  
homeprevnext Contributors
  
    Mark J. Kilgard, NVIDIA  
    Pat Brown, NVIDIA  
    Yanjun Zhang, S3  
    Attila Barsi, Holografika  
       
homeprevnext Contact
  
    Mark J. Kilgard, NVIDIA Corporation (mjk 'at' nvidia.com)  
  
homeprevnext Status
  
    Shipping for GeForce 8 Series (November 2006)  
  
homeprevnext Version
  
    Last Modified Date:         1/21/2008  
    Revision: 1.2  
  
homeprevnext Number
  
    331  
  
homeprevnext Dependencies
  
    OpenGL 1.3 or ARB_texture_compression required  
  
    This extension is written against the OpenGL 2.0 (September 7,  
    2004) specification.  
  
homeprevnext Overview
  
    This extension introduces four new block-based texture compression  
    formats suited for unsigned and signed luminance and luminance-alpha  
    textures (hence the name "latc" for Luminance-Alpha Texture  
    Compression).  
  
    These formats are designed to reduce the storage requirements and  
    memory bandwidth required for luminance and luminance-alpha textures  
    by a factor of 2-to-1 over conventional uncompressed luminance and  
    luminance-alpha textures with 8-bit components (GL_LUMINANCE8 and  
    GL_LUMINANCE8_ALPHA8).  
  
    The compressed signed luminance-alpha format is reasonably suited  
    for storing compressed normal maps.  
  
homeprevnext New Procedures and Functions
  
    None.  
  
homeprevnext New Tokens
  
    Accepted by the <internalformat> parameter of TexImage2D,  
    CopyTexImage2D, and CompressedTexImage2D and the <format> parameter  
    of CompressedTexSubImage2D:  
  
        COMPRESSED_LUMINANCE_LATC1_EXT                 0x8C70  
        COMPRESSED_SIGNED_LUMINANCE_LATC1_EXT          0x8C71  
        COMPRESSED_LUMINANCE_ALPHA_LATC2_EXT           0x8C72  
        COMPRESSED_SIGNED_LUMINANCE_ALPHA_LATC2_EXT    0x8C73  
  
homeprevnext Additions to Chapter 2 of the OpenGL 2.0 Specification (OpenGL Operation)
  
    None.  
  
homeprevnext Additions to Chapter 3 of the OpenGL 2.0 Specification (Rasterization)
  
 -- Section 3.8.1, Texture Image Specification  
  
    Add to Table 3.17 (page 155):  Specific compressed internal formats  
  
        Compressed Internal Format                   Base Internal Format  
        -------------------------------------------  --------------------  
        COMPRESSED_LUMINANCE_LATC1_EXT               LUMINANCE  
        COMPRESSED_SIGNED_LUMINANCE_LATC1_EXT        LUMINANCE  
        COMPRESSED_LUMINANCE_ALPHA_LATC2_EXT         LUMINANCE_ALPHA  
        COMPRESSED_SIGNED_LUMINANCE_ALPHA_LATC2_EXT  LUMINANCE_ALPHA  
  
 -- Section 3.8.2, Alternative Texture Image Specification Commands  
  
    Add to the end of the section (page 163):  
  
    "If the internal format of the texture image being modified is  
    COMPRESSED_LUMINANCE_LATC1_EXT, COMPRESSED_SIGNED_LUMINANCE_LATC1_EXT,  
    COMPRESSED_LUMINANCE_ALPHA_LATC2_EXT, or  
    COMPRESSED_SIGNED_LUMINANCE_ALPHA_LATC2_EXT, the texture is stored   
    using one of the two LATC compressed texture image encodings (see  
    appendix).  Such images are easily edited along 4x4 texel boundaries,  
    so the limitations on TexSubImage2D or CopyTexSubImage2D parameters  
    are relaxed.  TexSubImage2D and CopyTexSubImage2D will result in  
    an INVALID_OPERATION error only if one of the following conditions  
    occurs:  
  
        * <width> is not a multiple of four or equal to TEXTURE_WIDTH,   
          unless <xoffset> and <yoffset> are both zero.  
        * <height> is not a multiple of four or equal to TEXTURE_HEIGHT,  
          unless <xoffset> and <yoffset> are both zero.  
        * <xoffset> or <yoffset> is not a multiple of four.  
  
    The contents of any 4x4 block of texels of an LATC compressed texture  
    image that does not intersect the area being modified are preserved  
    during valid TexSubImage2D and CopyTexSubImage2D calls."  
  
 -- Section 3.8.3, Compressed Texture Images  
  
    Add after the 4th paragraph (page 164) at the end of the  
    CompressedTexImage discussion:  
  
    "If <internalformat> is COMPRESSED_LUMINANCE_LATC1_EXT,  
    COMPRESSED_SIGNED_LUMINANCE_LATC1_EXT,  
    COMPRESSED_LUMINANCE_ALPHA_LATC2_EXT, or  
    COMPRESSED_SIGNED_LUMINANCE_ALPHA_LATC2_EXT, the compressed texture is   
    stored using one of several LATC compressed texture image formats.  
    The LATC texture compression algorithm supports only 2D images  
    without borders.  CompressedTexImage1D and CompressedTexImage3D  
    produce an INVALID_ENUM error if <internalformat> is an LATC format.  
    CompressedTexImage2D will produce an INVALID_OPERATION error if  
    <border> is non-zero.  
  
    Add to the end of the section (page 166) at the end of the  
    CompressedTexSubImage discussion:  
  
    "If the internal format of the texture image being modified is  
    COMPRESSED_LUMINANCE_LATC1_EXT, COMPRESSED_SIGNED_LUMINANCE_LATC1_EXT,  
    COMPRESSED_LUMINANCE_ALPHA_LATC2_EXT, or  
    COMPRESSED_SIGNED_LUMINANCE_ALPHA_LATC2_EXT, the texture is stored  
    using one of the several LATC compressed texture image formats.  
    Since the LATC texture compression algorithm supports only 2D images,  
    CompressedTexSubImage1D and CompressedTexSubImage3D produce an  
    INVALID_ENUM error if <format> is an LATC format.  Since LATC images  
    are easily edited along 4x4 texel boundaries, the limitations on  
    CompressedTexSubImage2D are relaxed.  CompressedTexSubImage2D will  
    result in an INVALID_OPERATION error only if one of the following  
    conditions occurs:  
  
        * <width> is not a multiple of four or equal to TEXTURE_WIDTH.  
        * <height> is not a multiple of four or equal to TEXTURE_HEIGHT.  
        * <xoffset> or <yoffset> is not a multiple of four.  
  
    The contents of any 4x4 block of texels of an LATC compressed texture  
    image that does not intersect the area being modified are preserved  
    during valid TexSubImage2D and CopyTexSubImage2D calls."  
  
homeprevnext Additions to Chapter 4 of the OpenGL 2.0 Specification (Per-Fragment Operations and the Frame Buffer)
  
    None.  
  
homeprevnext Additions to Chapter 5 of the OpenGL 2.0 Specification (Special Functions)
  
    None.  
  
homeprevnext Additions to Chapter 6 of the OpenGL 2.0 Specification (State and State Requests)
  
    None.  
  
homeprevnext Additions to Appendix A of the OpenGL 2.0 Specification (Invariance)
  
    None.  
  
homeprevnext Additions to the AGL/GLX/WGL Specifications
  
    None.  
  
homeprevnext GLX Protocol
  
    None.  
  
homeprevnext Dependencies on ARB_texture_compression
  
    If ARB_texture_compression is supported, all the  
    errors and accepted tokens for CompressedTexImage1D,  
    CompressedTexImage2D, CompressedTexImage3D, CompressedTexSubImage1D,  
    CompressedTexSubImage2D, and CompressedTexSubImage3D also apply  
    respectively to the ARB-suffixed CompressedTexImage1DARB,  
    CompressedTexImage2DARB, CompressedTexImage3DARB,  
    CompressedTexSubImage1DARB, CompressedTexSubImage2DARB, and  
    CompressedTexSubImage3DARB.  
  
homeprevnext Errors
  
    INVALID_ENUM is generated by CompressedTexImage1D  
    or CompressedTexImage3D if <internalformat> is  
    COMPRESSED_LUMINANCE_LACT1_EXT, COMPRESSED_SIGNED_LUMINANCE_LATC1_EXT,  
    COMPRESSED_LUMINANCE_ALPHA_LATC2_EXT, or  
    COMPRESSED_SIGNED_LUMINANCE_ALPHA_LATC2_EXT.  
  
    INVALID_OPERATION is generated by CompressedTexImage2D  
    if <internalformat> is COMPRESSED_LUMINANCE_LACT1_EXT,  
    COMPRESSED_SIGNED_LUMINANCE_LATC1_EXT,  
    COMPRESSED_LUMINANCE_ALPHA_LATC2_EXT, or  
    COMPRESSED_SIGNED_LUMINANCE_ALPHA_LATC2_EXT and <border> is not  
    equal to zero.  
  
    INVALID_ENUM is generated by CompressedTexSubImage1D  
    or CompressedTexSubImage3D if <format> is  
    COMPRESSED_LUMINANCE_LACT1_EXT, COMPRESSED_SIGNED_LUMINANCE_LATC1_EXT,  
    COMPRESSED_LUMINANCE_ALPHA_LATC2_EXT, or  
    COMPRESSED_SIGNED_LUMINANCE_ALPHA_LATC2_EXT.  
  
    INVALID_OPERATION is generated by TexSubImage2D CopyTexSubImage2D,  
    or CompressedTexSubImage2D if TEXTURE_INTERNAL_FORMAT is  
    COMPRESSED_LUMINANCE_LACT1_EXT, COMPRESSED_SIGNED_LUMINANCE_LATC1_EXT,  
    COMPRESSED_LUMINANCE_ALPHA_LATC2_EXT, or  
    COMPRESSED_SIGNED_LUMINANCE_ALPHA_LATC2_EXT and any of the following  
    apply: <width> is not a multiple of four or equal to TEXTURE_WIDTH;  
    <height> is not a multiple of four or equal to TEXTURE_HEIGHT;  
    <xoffset> or <yoffset> is not a multiple of four.  
  
  
    The following restrictions from the ARB_texture_compression  
    specification do not apply to LATC texture formats, since subimage  
    modification is straightforward as long as the subimage is properly  
    aligned.  
  
    DELETE: INVALID_OPERATION is generated by TexSubImage1D, TexSubImage2D,  
    DELETE: TexSubImage3D, CopyTexSubImage1D, CopyTexSubImage2D, or  
    DELETE: CopyTexSubImage3D if the internal format of the texture image is  
    DELETE: compressed and <xoffset>, <yoffset>, or <zoffset> does not equal  
    DELETE: -b, where b is value of TEXTURE_BORDER.  
  
    DELETE: INVALID_VALUE is generated by CompressedTexSubImage1D,  
    DELETE: CompressedTexSubImage2D, or CompressedTexSubImage3D if the  
    DELETE: entire texture image is not being edited:  if <xoffset>,  
    DELETE: <yoffset>, or <zoffset> is greater than -b, <xoffset> + <width> is  
    DELETE: less than w+b, <yoffset> + <height> is less than h+b, or <zoffset>  
    DELETE: + <depth> is less than d+b, where b is the value of  
    DELETE: TEXTURE_BORDER, w is the value of TEXTURE_WIDTH, h is the value of  
    DELETE: TEXTURE_HEIGHT, and d is the value of TEXTURE_DEPTH.  
  
    See also errors in the GL_ARB_texture_compression specification.  
  
homeprevnext New State
  
    4 new state values are added for the per-texture object  
    GL_TEXTURE_INTERNAL_FORMAT state.  
  
    In the "Textures" state table( page 278), increment the  
    TEXTURE_INTERNAL_FORMAT subscript for Z by 4 in the "Type" row.  
  
    [NOTE: The OpenGL 2.0 specification actually should read "n x Z48*"  
    because of the 6 generic compressed internal formats in table 3.18.]  
  
homeprevnext New Implementation Dependent State
  
    None  
  
homeprevnext Appendix
  
    LATC Compressed Texture Image Formats  
  
    Compressed texture images stored using the LATC compressed image  
    encodings are represented as a collection of 4x4 texel blocks,  
    where each block contains 64 or 128 bits of texel data.  The image  
    is encoded as a normal 2D raster image in which each 4x4 block is  
    treated as a single pixel.  If an LATC image has a width or height  
    less than four, the data corresponding to texels outside the image  
    are irrelevant and undefined.  
  
    When an LATC image with a width of <w>, height of <h>, and block  
    size of <blocksize> (8 or 16 bytes) is decoded, the corresponding  
    image size (in bytes) is:  
      
        ceil(<w>/4) * ceil(<h>/4) * blocksize.  
  
    When decoding an LATC image, the block containing the texel at offset  
    (<x>, <y>) begins at an offset (in bytes) relative to the base of the  
    image of:  
  
        blocksize * (ceil(<w>/4) * floor(<y>/4) + floor(<x>/4)).  
  
    The data corresponding to a specific texel (<x>, <y>) are extracted  
    from a 4x4 texel block using a relative (x,y) value of  
      
        (<x> modulo 4, <y> modulo 4).  
  
    There are four distinct LATC image formats:  
  
  
    COMPRESSED_LUMINANCE_LATC1:  Each 4x4 block of texels consists of  
    64 bits of unsigned luminance image data.    
  
    Each luminance image data block is encoded as a sequence of 8 bytes,  
    called (in order of increasing address):  
  
            lum0, lum1, bits_0, bits_1, bits_2, bits_3, bits_4, bits_5  
  
        The 6 "bits_*" bytes of the block are decoded into a 48-bit bit  
        vector:  
  
            bits   = bits_0 +  
                     256 * (bits_1 +  
                            256 * (bits_2 +  
                                   256 * (bits_3 +  
                                          256 * (bits_4 +   
                                                 256 * bits_5))))  
          
        lum0 and lum1 are 8-bit unsigned integers that are unpacked to  
        luminance values LUM0 and LUM1 as though they were pixels with  
        a <format> of LUMINANCE and a type of UNSIGNED_BTYE.  
  
        bits is a 48-bit unsigned integer, from which a three-bit control  
        code is extracted for a texel at location (x,y) in the block  
        using:  
  
            code(x,y) = bits[3*(4*y+x)+2..3*(4*y+x)+0]  
          
        where bit 47 is the most significant and bit 0 is the least  
        significant bit.  
  
        The luminance value L for a texel at location (x,y) in the block  
        is given by:  
  
            LUM0,              if lum0 > lum1 and code(x,y) == 0  
            LUM1,              if lum0 > lum1 and code(x,y) == 1  
            (6*LUM0+  LUM1)/7, if lum0 > lum1 and code(x,y) == 2  
            (5*LUM0+2*LUM1)/7, if lum0 > lum1 and code(x,y) == 3  
            (4*LUM0+3*LUM1)/7, if lum0 > lum1 and code(x,y) == 4  
            (3*LUM0+4*LUM1)/7, if lum0 > lum1 and code(x,y) == 5  
            (2*LUM0+5*LUM1)/7, if lum0 > lum1 and code(x,y) == 6  
            (  LUM0+6*LUM1)/7, if lum0 > lum1 and code(x,y) == 7  
  
            LUM0,              if lum0 <= lum1 and code(x,y) == 0  
            LUM1,              if lum0 <= lum1 and code(x,y) == 1  
            (4*LUM0+  LUM1)/5, if lum0 <= lum1 and code(x,y) == 2  
            (3*LUM0+2*LUM1)/5, if lum0 <= lum1 and code(x,y) == 3  
            (2*LUM0+3*LUM1)/5, if lum0 <= lum1 and code(x,y) == 4  
            (  LUM0+4*LUM1)/5, if lum0 <= lum1 and code(x,y) == 5  
            MINLUM,            if lum0 <= lum1 and code(x,y) == 6  
            MAXLUM,            if lum0 <= lum1 and code(x,y) == 7  
  
        MINLUM and MAXLUM are 0.0 and 1.0 respectively.  
  
    Since the decoded texel has a luminance format, the resulting RGBA  
    value for the texel is (L,L,L,1).  
  
  
    COMPRESSED_SIGNED_LUMINANCE_LATC1:  Each 4x4 block of texels consists  
    of 64 bits of signed luminance image data.  The luminance values of  
    a texel are extracted in the same way as COMPRESSED_LUMINANCE_LATC1  
    except lum0, lum1, LUM0, LUM1, MINLUM, and MAXLUM are signed values  
    defined as follows:  
  
        lum0 and lum1 are 8-bit signed (two's complement) integers.  
  
               { lum0 / 127.0, lum0 > -128  
        LUM0 = {  
               { -1.0,         lum0 == -128  
  
               { lum1 / 127.0, lum1 > -128  
        LUM1 = {  
               { -1.0,         lum1 == -128  
  
        MINLUM = -1.0  
  
        MAXLUM =  1.0  
  
    CAVEAT for signed lum0 and lum1 values: the expressions "lum0 >  
    lum1" and "lum0 <= lum1" above are considered undefined (read: may  
    vary by implementation) when lum0 equals -127 and lum1 equals -128,  
    This is because if lum0 were remapped to -127 prior to the comparison  
    to reduce the latency of a hardware decompressor, the expressions  
    would reverse their logic.  Encoders for the signed LA formats should  
    avoid encoding blocks where lum0 equals -127 and lum1 equals -128.  
  
  
    COMPRESSED_LUMINANCE_ALPHA_LATC2:  Each 4x4 block of texels consists  
    of 64 bits of compressed unsigned luminance image data followed by  
    64 bits of compressed unsigned alpha image data.  
  
    The first 64 bits of compressed luminance are decoded exactly like  
    COMPRESSED_LUMINANCE_LATC1 above.  
  
    The second 64 bits of compressed alpha are decoded exactly like  
    COMPRESSED_LUMINANCE_LATC1 above except the decoded value L for this  
    second block is considered the resulting alpha value A.  
  
    Since the decoded texel has a luminance-alpha format, the resulting  
    RGBA value for the texel is (L,L,L,A).  
  
  
    COMPRESSED_SIGNED_LUMINANCE_ALPHA_LATC2:  Each 4x4 block of texels  
    consists of 64 bits of compressed signed luminance image data followed  
    by 64 bits of compressed signed alpha image data.  
  
    The first 64 bits of compressed luminance are decoded exactly like  
    COMPRESSED_SIGNED_LUMINANCE_LATC1 above.  
  
    The second 64 bits of compressed alpha are decoded exactly like  
    COMPRESSED_SIGNED_LUMINANCE_LATC1 above except the decoded value L  
    for this second block is considered the resulting alpha value A.  
  
    Since this image has a luminance-alpha format, the resulting RGBA  
    value is (L,L,L,A).  
  
homeprevnext Issues
  
    1)  What should these new formats be called?  
  
        RESOLVED: "latc" for Luminance-Alpha Texture Compression.  
  
    2)  How should the uncompressed and filtered texels be returned by  
        texture fetches?  
  
        RESOLVED:  Luminance values show up as they do conventionally as  
        (L,L,L,1) where the luminance value L is replicated in the red,  
        green, and blue components and alpha is forced to 1.  Likewise,  
        luminance-alpha values show up as (L,L,L,A) where A is the alpha  
        value.  
  
        Alternatively, prior extensions such as NV_float_buffer and  
        NV_texture_shader have introduced formats such as GL_FLOAT_R_NV  
        and GL_DSDT_NV where one- and two-component texture formats show  
        up as (X,0,0,1) or (X,Y,0,1) RGBA texels.  Such formats have  
        not proven popular.  In particular, they interact awkwardly with  
        the pixel path and conventional texture environment modes.  
  
        The (X,Y,0,1) convention, particularly with signed components,  
        is nice for normal maps because a normalized vector can be  
        formed by a shader program by computing sqrt(abs(1-X*X-Y*Y))  
        for the Z component.  However, this niceness is mostly conceptual  
        however since the same effect can be accomplished with swizzling  
        as shown in this GLSL code:  
  
            vec2 texLA  = texture2D(samplerLA, gl_TexCoord[0]).xw;  
            vec3 normal = vec3(texLA.x,  
                               texLA.y,  
                               sqrt(abs(1-texLA.x*texLA.x-texLA.y*texLA.y)));  
  
        The most important reason to make these new compressed formats  
        show up identically to conventional luminance and luminance-alpha  
        texels is to allow applications to seamlessly substitute  
        the new compressed formats for existing GL_LUMINANCE and  
        GL_LUMINANCE_ALPHA textures.  Alternative component arrangements  
        would make it more cumbersome for existing applications to switch  
        over luminance and luminance-alpha textures to these compressed  
        formats.  
  
    3)  Should luminance and luminance-alpha compression formats with  
        signed components be introduced when the core specification  
        lacked uncompressed luminance and luminance-alpha texture formats?  
  
        RESOLVED:  Yes, signed luminance and luminance-alpha compression  
        formats should be added.  
  
        Signed luminance-alpha formats are suited for compressed normal  
        maps.  Compressed normal maps may well be the dominant use of  
        this extension.  
  
        Unsigned luminance-alpha formats require an extra "expand normal"  
        operation to convert [0,1] to [-1,+1].  Direct support for signed  
        luminance-alpha formats avoids this step in a shader program.  
  
    4)  Should there be a mix of signed luminance and unsigned alpha or  
        vice versa?  
  
        RESOLVED:  No.  
  
        NV_texture_shader provided an internal format  
        (GL_SIGNED_RGB_UNSIGNED_ALPHA_NV) with mixed signed and unsigned  
        components.  The format saw little usage.  There's no reason to  
        think a GL_SIGNED_LUMINANCE_UNSIGNED_ALPHA format would be any  
        more useful or popular.  
  
    5)  How are signed integer values mapped to floating-point values?  
  
        RESOLVED:  A signed 8-bit two's complement value X is computed to  
        a floating-point value Xf with the formula:  
  
                 { X / 127.0, X > -128  
            Xf = {  
                 { -1.0,      X == -128  
  
        This conversion means -1, 0, and +1 are all exactly representable,  
        however -128 and -127 both map to -1.0.  Mapping -128 to -1.0  
        avoids the numerical awkwardness of have a representable value  
        slightly more negative than -1.0.  
  
        This conversion is intentionally NOT the "byte" conversion listed  
        in Table 2.9 for component conversions.  That conversion says:   
  
            Xf = (2*X + 1) / 255.0  
  
        The Table 2.9 conversion is incapable of exactly representing  
        zero.  
  
    6)  How will signed components resulting from  
        GL_COMPRESSED_SIGNED_LUMINANCE_LATC1_EXT and  
        GL_COMPRESSED_SIGNED_LUMINANCE_ALPHA_LATC2_EXT texture fetches  
        interact with fragment coloring?  
  
        RESOLVED:  The specification language for this extension is silent  
        about clamping behavior leaving this to the core specification  
        and other extensions.  The clamping or lack of clamping is left  
        to the core specification and other extensions.  
  
        For assembly program extensions supporting texture fetches  
        (ARB_fragment_program, EXT_fragment_program, EXT_vertex_program3,  
        etc.) or the OpenGL Shading Language, these signed formats will  
        appear as expected with unclamped signed components as a result  
        of a texture fetch instruction.  
  
        If ARB_color_buffer_float is supported, its clamping controls  
        will apply.  
  
        NV_texture_shader extension, if supported, adds support for  
        fixed-point textures with signed components and relaxed the  
        fixed-function texture environment clamping appropriately.  If the  
        NV_texture_shader extension is supported, its specified behavior  
        for the texture environment applies where intermediate values  
        are clamped to [-1,1] unless stated otherwise as in the case  
        of explicitly clamped to [0,1] for GL_COMBINE.  or clamping the  
        linear interpolation weight to [0,1] for GL_DECAL and GL_BLEND.  
  
        Otherwise, the conventional core texture environment clamps  
        incoming, intermediate, and output color components to [0,1].  
  
        This implies that the conventional texture environment  
        functionality of unextended OpenGL 1.5 or OpenGL 2.0 without  
        using GLSL (and with none of the extensions referred to above)  
        is unable to make proper use of the signed texture formats added  
        by this extension because the conventional texture environment  
        requires texture source colors to be clamped to [0,1].  Texture  
        filtering of these signed formats would be still signed, but  
        negative values generated post-filtering would be clamped to  
        zero by the core texture environment functionality.  The  
        expectation is clearly that this extension would be co-implemented  
        with one of the previously referred to extensions or used with  
        GLSL for the new signed formats to be useful.  
  
    7)  Should a specific normal map compression format be added?  
  
        RESOLVED:  No.  
  
        It's probably short-sighted to design a format just for normal  
        maps.  Indeed, NV_texture_shader added a GL_SIGNED_HILO_NV  
        format with exactly the kind of "hemisphere remap" useful for  
        normal maps and the format went basically unused.  Instead,  
        this extension provides the mechanism for compressed normal maps  
        based on the more conventional luminance-alpha format.  
  
        The GL_COMPRESSED_LUMINANCE_ALPHA_LATC2_EXT and  
        GL_COMPRESSED_SIGNED_LUMINANCE_ALPHA_LATC2_EXT formats are  
        sufficient for normal maps with additional shader instructions  
        used to generate the 3rd component.  
  
    8)  Should uncompressed signed luminance and luminance-alpha formats  
        be added by this extension?  
  
        RESOLVED:  No, this extension is focused on just adding compressed  
        texture formats.  
  
        The NV_texture_shader extension adds such uncompressed signed  
        texture formats.  A distinct multi-vendor extension for signed  
        fixed-point texture formats could provide all or a subset of  
        the signed fixed-point uncompressed texture formats introduced  
        by NV_texture_shader.  
  
    9)  What compression ratios does this extension provide?  
  
        The LATC1 formats are 8 bytes (64 bits) per 4x4 pixel block.  
        A 4x4 block of GL_LUMINANCE8 data requires 16 bytes (1 byte  
        per texel).  This is a 2-to-1 compression ratio.  
  
        The LATC2 formats are 16 bytes (128 bits) per 4x4 pixel block.  
        A 4x4 block of GL_LUMINANCE8_ALPHA8 data requires 32 bytes  
        (2 bytes per texel).  This is again a 2-to-1 compression ratio.  
  
        In contrast, the comparable compression ratio for the S3TC  
        formats is 4-to-1.  
  
        Arguably, the lower compression ratio allows better compression  
        quality particularly because the LATC formats compress each  
        component separately.  
  
    10) How do these new formats compare with the existing GL_LUMINANCE4,  
        GL_LUMINANCE4_ALPHA4, and GL_LUMINANCE6_ALPHA2 internal formats?  
  
        RESOLVED:  The existing GL_LUMINANCE4, GL_LUMINANCE4_ALPHA4,  
        and GL_LUMINANCE6_ALPHA2 internal formats provide a similar  
        2-to-1 compression ratio but mandate a uniform quantization  
        for all components.  In contrast, this extension provides a  
        compression format with 3-bit quantization over a specifiable  
        min/max range that can vary per 4x4 texel tile.  
  
        Additionally, many OpenGL implementations do not natively support  
        the GL_LUMINANCE4, GL_LUMINANCE4_ALPHA4, and GL_LUMINANCE6_ALPHA2  
        internal formats but rather silently promote these formats  
        to store 8 bits per component, thereby eliminating any  
        storage/bandwidth advantage for these formats.  
  
    11) Does this extension require EXT_texture_compression_s3tc?  
  
        RESOLVED:  No.  
  
        As written, this specification does not rely on wording of the  
        EXT_texture_compression_s3tc extension.  For example, certain  
        discussion added to Sections 3.8.2 and 3.8.3 is quite similar  
        to corresponding EXT_texture_compression_s3tc language.  
  
    12) Should anything be said about the precision of texture filtering  
        for these new formats?  
  
        RESOLVED:  No precision requirements are part of the specification  
        language since OpenGL extensions typically leave precision  
        details to the implementation.  
  
        Realistically, at least 8-bit filtering precision can be expected  
        from implementations (and probably more).  
  
    13) Should these formats be allowed to specify 3D texture images  
        when NV_texture_compression_vtc is supported?  
  
        RESOLVED: The NV_texture_compression_vtc stacks 4x4 blocks into  
        4x4x4 bricks.  It may be more desirable to represent compressed  
        3D textures as simply slices of 4x4 blocks.  
  
        However the NV_texture_compression_vtc extension expects  
        data passed to the glCompressedTexImage commands to be "bricked"  
        rather than blocked slices.  
  
    14) Why is GL_NV_texture_compression_latc also listed in the Name Strings  
        section?  
  
        The very first GeForce 8800 driver shipped with the extension  
        designated as NV before EXT-ization with S3 was agreed.  
        Subsequent NVIDIA drivers will rename the extension to its EXT  
        name only.  
  
    15) Should the the generic formats  
        GL_COMPRESSED_LUMINANCE and GL_COMPRESSED_LUMINANCE_ALPHA  
        correspond to COMPRESSED_LUMINANCE_LATC1_EXT and  
        COMPRESSED_LUMINANCE_ALPHA_LATC2_EXT respecitively when this  
        extension is supported?  
  
        RESOLVED:  Yes.  While no generic compression is strictly  
        required for an implementation and there might exist superior  
        compression schemes for luminance and luminance-alpha textures  
        in the future, an application should reasonably expect that an  
        implementation that supports EXT_texture_compression_latc will  
        also use these formats for the generic compressed luminance and  
        luminance-alpha formats.  
  
        The COMPRESSED_LUMINANCE_LATC1_EXT and  
        COMPRESSED_LUMINANCE_ALPHA_LATC2_EXT are generic enough in their  
        respective luminance and luminance-alpha behavior that these  
        compression formats are acceptable generic compressed formats  
        for luminance and luminance-alpha generic compressed formats.  
  
    16) Should the GL_NUM_COMPRESSED_TEXTURE_FORMATS and  
        GL_COMPRESSED_TEXTURE_FORMATS queries return the LATC formats?  
  
        RESOLVED:  No.  
  
        The OpenGL 2.1 specification says "The only values returned  
        by this query [GL_COMPRESSED_TEXTURE_FORMATS"] are those  
        corresponding to formats suitable for general-purpose usage.  
        The renderer will not enumerate formats with restrictions that  
        need to be specifically understood prior to use."  
  
        Historically, OpenGL implementation have advertised the RGB and  
        RGBA versions of the S3TC extensions compressed format tokens  
        through this mechanism.  
  
        The specification is not sufficiently clear about what "suitable  
        for general-purpose usage" means.  Historically that seems to mean  
        unsigned RGB or unsigned RGBA.  The DXT1 format supporting alpha  
        (GL_COMPRESSED_RGBA_S3TC_DXT1_EXT) is not exposed in the list (at  
        least for NVIDIA drivers) because the alpha is always 1.0 expect  
        when it is 0.0 when RGB is required to be black.  NVIDIA's even  
        limits itself to true linear RGB or RGBA formats, specifically  
        not including EXT_texture_sRGB's sRGB S3TC compressed formats.  
  
        Adding luminance and luminance-alpha texture formats (and  
        certainly signed versions of luminance and luminance-alpha  
        formats!) invites potential comptaibility problems with old  
        applications using this mechanism since old applications are  
        unlikely to expect non-RGB or non-RGBA formats to be advertised  
        through this mechanism.  However no specific misinteractions  
        with old applications is known.  
  
        Applications that seek to use the LATC formats should do so  
        by looking for this extension's name in the string returned by  
        glGetString(GL_EXTENSIONS) rather than  
        what GL_NUM_COMPRESSED_TEXTURE_FORMATS and  
        GL_COMPRESSED_TEXTURE_FORMATS return.  
  
homeprevnext Revision History
  
    Revision 1.1, April 24, 2007: mjk  
        -  Add caveat about how signed LA decompression happens when  
           lum0 equals -127 and lum1 equals -128.  This caveat matches  
           a decoding allowance in DirectX 10.  
  
    Revision 1.2, January 21, 2008: mjk  
        -  Add issues #15 and #16.  
        -  Add issues #15 and #16.  
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