Excellent tutorial about normal map compression as DXT5.
http://www.ozone3d.net/tutorials/bump_map_compression.php
My question about it is DXT5 = [5][6][5][Alpha]
Is the internal ATI/NVIDIA format adding Green channel bytes and how many? Because it is the same Green/Alpha packing the only difference could be that they do something like DTXNormal = [4][8][4][Alpha].
Anyone know what the internal format looks like?