Original Post
I'm looking into using DXTn compression and ideally I'd distribute all textures as DXTn files and use them directly. If GL_EXT_texture_compression_s3tc is supported then everything is great, I can load the files in almost direct and get nice fast loading. But if this isn't available then I need a fallback path - so I'm going to have to manually decompress the textures into a regular RGBA texture and use that. Unfortunatly I can't find any resources on doing the decompression manually, has anyone got any (working code would be nice, but a detailed description of the steps involved would be good too). Also, am I going to have any endian issues with using these files with/without ext_texture_compression available? Cheers