Skip to main content
gamedev.net
🔒 Locked

arb texture compression

Started by Damocles Jan 24, 2003 at 2:25 PM 0 replies 900+ views
Original Post
Damocles
Damocles
I''m trying to figure out this ARB compression malarky. Using the info I found on nvidia''s site, I got halfway there. I can compress textures, but the colour is screwed. I guess this is an RGB/RBG related issue, however when I tried using another RGB enum in the glTexImage2D function call it doesn''t recognize it. So I seem to be stuck with it requiring images of a specified colour format which my textures are not. Does anyone know of any good tuts on this or perhaps can help me. The images I''m trying to compress are 32-bit RGBA images, but when they are on screen they seem to be in the BGRA format.
------------------------------------------[New Delta Games] | [Sliders]
zedzeek
zedzeek
i believe www.nutty.org might have a couple of demos using texture compression.
one problem that caught me out is when u do mipmapping with them u have to do
256x256 -> 128x128 -> 64x64 -> 32x32 -> 16x16 -> 8x8 > 4x4 -> 4x4 -> 4x4
ie not 4x4 2x2 1x1.

u can compress both RGB + RGBA (i believe also luminance as well though i havent done that before)

check here also
http://www.delphi3d.net/listfiles.php?category=3

http://uk.geocities.com/sloppyturds/kea/kea.html
http://uk.geocities.com/sloppyturds/gotterdammerung.html

Topic Locked

This topic has been locked by a moderator. New replies are not allowed.

Sign in to reply to this topic.