Re: R: [Plib-devel] texture compression
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sjbaker
From: <tia...@sa...> - 2006-01-11 14:03:09
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Hello If i understand correctly, .DDS are pre-compressed image files. I think coding what you are suggesting would be easy, but it would require that we decompress the textures ourselves in case the user doesn't have the extension (and the final result would have the same compression artifacts). In FG's case, i think the best option is make it so we can override the default Z from FG/SimGear, thus making extension checking our problem and allowing the user to choose if he prefers no compression (and so no compression artifacts). Cheers Paolo Leoncini wrote: > Sorry, just a question: what about actually loading the DDS texture image > data? > > I.e. putting a new zsize mode parameter in the glTexImage2D call suppose we > are supplying proper pixed data, and, beside the large pixel data block, we > should also read w, h, and the GL_COMPRESSED_RGBx_S3TC_DXTx_EXT mode off the > file. Is there code for this too? > > Greetings - > > Paolo Leoncini |