one also needs application support though, from things like photo
editing apps, ...
for example, Paint.NET doesn't have JPEG 2000 support last I checked, ...
but, as noted, people "pretending the format doesn't exist" doesn't mean
that it "doesn't actually exist", rather "most people don't bother with
supporting it".
similarly, neither Paint.NET's PDN format, nor GIMP's XCF format, can be
used by the other app. the annoyance is mostly that each has abilities
in areas the other is poor at (GIMP is much better for airbrushing,
Paint.NET is much better for pixel-editing, ...), leading one to often
shuffle images back and forth between them in the form of PNGs.
OTOH, my 3D engine mostly just supports PNG, JPEG, BMP, TGA, PCX, ...
(more often it makes sense to compose multi-layer images from multiple
flat images, using a text-based format to put it all together).
then there are also formats like VTX and DDS, which none of my stuff
supports, nor do they have graphics-editor support.
a minor annoyance of PNG is partly the time-costs of decompressing them
(mostly the filtering), which impedes loading times (still faster than
JPEG though, and TGA takes up too much HD space and may slow down
loading-times with intensive disk IO...). I mostly ended up opting with
PNG for having the generally best tradeoffs for my uses (speed vs ratio
vs quality), and having an alpha channel is a big one (lack of alpha
blending is a major drawback for JPEG, or at least for the JFIF variant).
also, bicubic spline interpolation can be slow, but is only needed in
cases where the image size is not a power of 2 (typically, for creating
textures it is important to have a power-of-2 size). the merit of
splines though is that they can look much better than linear
interpolation without being drastically slower.
likewise for "ideal" use in a modern 3D engine, one would likely need
around 12 channels:
Base: Red, Green, Blue, Alpha;
Normal: X, Y, Z, Height;
Specular: R, G, B, Gloss (exponent).
in practice, one needs 3 or more PNGs to store this (5 is also common,
with height and gloss as mono images, which typically end up being
shoved into the alpha components on load).
with JPEGs, this amounts to about 6 images:
RGB, Alpha, Normal XYZ, Height, Specular RGB, Gloss.
it would be interesting if a free graphics-editor would allow images
with all of these components (as-is, one needs a plug-in just to get
GIMP to be able to generate normal maps), but one can't get their hopes up.
also even more cool would be if there were some sort of camera which
could capture all of this.
this would probably need multiple CCDs and the ability to capture
multiple images close together (say, twin CCD, to help capture depth and
normal information), and probably using rapid flashes of multiple pure
colors (from LEDs or similar) to help calculate specular properties (and
help separate the base-color from the ambient lighting, maybe storing
the ambient lighting as another RGB triple, or maybe even it could help
isolate a translucent surface from the background or from reflections, ...).
sadly, if built, such a camera would likely be very expensive (still
leaving the present situation of dealing with most of this stuff in a
graphics program, which will still fail to handle all of this in a
non-clumsy way...).
or such...