I just read the article Making
Quality Game Textures and the article on S3 texture
compression on Wikipedia. A funny thing is that DXT1
compression is very much the same thing as the screen buffer format
on the ZX Spectrum (the screen$ format)!
DXT1 compression divides the image into 4x4 pixel blocks, each of
which can have a maximum of 4 different colors from a 16-bit
palette. On the Spectrum, the screen is divided into 8x8 pixel
blocks, each of which can have a maximum of 2 colors from a 3-bit
palette. So although there is at least 15 years between these
technologies, they have a similar design, and for the same reason
too; i.e. minimizing memory consumption and bandwidth.
This is just one example of that knowledge doesn't get outdated as
fast as one would think in the fast-moving field of computers, and
real-time graphics in particular. New technology often use old
ideas in new ways, so old knowledge is useful more often than most
people think. For example, fix-point numbers had been replaced by
floating point numbers for all math in graphics applications. So
knowing how fix-point works was not very useful for a few years,
but then they suddenly reappeared in new graphics hardware and
mobile applications. I'm not that old, but I have actually
programmed COBOL at a time in my life. There's not a chance in hell
I'd put that on my CV, but at a few times that knowledge has been
useful. Not that I use COBOL itself, but there are concepts and
ideas in it that can be applied to contemporary problems. Assembly
language is perhaps a better example. Many programmers think that
knowledge of assembly language is worthless, as noone programs in
assembly language any more. While it's partly true that assembly
language isn't very useful for most programmers, the knowledge of
how the computer works under the hood is often very useful.
Oh well, perhaps I'm just trying to justify all the time I've spent
on learning unimportant old stuff. :-)
Texture compression and old knowledge
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