Original Post
Hi, anybody!
I'm implementing a terrain editor. The terrain mesh consist of segments (sizes 50x50 of vertices). Each segment uses 1500x1500 rgb (diffuse, normal) texture. When I creating only 8-9 segments the (OS's) memory usage counter (in "task manager") shows over 800 MB. I think that's a large size for it.
Here is my situation:
I have uncompressed textures to load it.
I need to load it to GL (must hold a compressed data).
It must be uncompressed when I saving a texture data to file... (I calling glGetTexImage for it)...
Any ideas? Is it posiible to do by "shortest" way?