FXT1 is a texture compression scheme for 3D graphics, invented by the hardware vendor 3dfx and offered as an open source rival standard to S3TC in September 1999, a year after S3TC had been adopted by Microsoft as part of DirectX. Limited vendor hardware support has been a barrier to its acceptance. Notably, despite being open source, FXT1 was not adopted by Nintendo for the GameCube, nor by Sony for the PlayStation 3, in both cases losing out to the established S3TC standard. Another possible reason for its lack of adoption is that the CC_MIXED mode (see below) probably infringes the S3TC patent (US Patent 5,956,431).
Four different compression algorithms are used by FXT1, chosen at a block level to optimize visual quality. Having to select an optimal path for each texture, ensured FXT1 was relatively slow at compression, making it unsuitable for real time compression in applications.
The original white paper did not follow well-known scientific rules, being actually a commercial presentation. The lack of theoretical guidance from the inventors might have been the cause of badly optimized compression scheme selection code, and despite potentially better performance due to four available compression schemes instead of one (as in S3TC), FXT1 did not show any quality improvements to S3TC, being inferior to it in most test cases.
An XML transformation language is a programming language designed specifically to transform an input XML document into an output document which satisfies some specific goal.
There are two special cases of transformation:
As XML to XML transformation outputs an XML document, XML to XML transformation chains form XML pipelines.
The XML (EXtensible Markup Language) to Data transformation contains some important cases. The most notable one is XML to HTML (HyperText Markup Language), as an HTML document is not an XML document.
Make up stains and stomach pain
Cold sweat, eleven a.m.
Here I am, cruising again
Tonight's the night of god's lonely men
Break up stains and heavy strain
Bad luck, two p.m.
Here I am, cruising again
Talking alone, shaking in vain
Forget your name, baby
forget your name, buddy
forget your name, daddy
forget your name, lordy
forget your name
relieve the strain
Forget your name, baby
forget your name, buddy
forget your name, daddy
forget your name, lordy
And everything will be the same
Make up stains and stomach pain
Cold sweat, eleven a.m.
Here I am, cruising again
Talking alone, shaking in vain
Tonight I'm waiting for the rain
to clear my thoughts, wash away the stain
Wash everything down the drain
Forget your name, relieve the strain
Forget your name, baby
forget your name, buddy
forget your name, daddy
forget your name, lordy
forget your name
relieve the strain
Forget your name, baby
forget your name, buddy
forget your name, daddy
forget your name, lordy
FXT1 is a texture compression scheme for 3D graphics, invented by the hardware vendor 3dfx and offered as an open source rival standard to S3TC in September 1999, a year after S3TC had been adopted by Microsoft as part of DirectX. Limited vendor hardware support has been a barrier to its acceptance. Notably, despite being open source, FXT1 was not adopted by Nintendo for the GameCube, nor by Sony for the PlayStation 3, in both cases losing out to the established S3TC standard. Another possible reason for its lack of adoption is that the CC_MIXED mode (see below) probably infringes the S3TC patent (US Patent 5,956,431).
Four different compression algorithms are used by FXT1, chosen at a block level to optimize visual quality. Having to select an optimal path for each texture, ensured FXT1 was relatively slow at compression, making it unsuitable for real time compression in applications.
The original white paper did not follow well-known scientific rules, being actually a commercial presentation. The lack of theoretical guidance from the inventors might have been the cause of badly optimized compression scheme selection code, and despite potentially better performance due to four available compression schemes instead of one (as in S3TC), FXT1 did not show any quality improvements to S3TC, being inferior to it in most test cases.
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