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Texture file format
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It depends. DirectX offers some options for storing textures in memory in compressed format. I am not familiar with these but you may need to use DDS files to do this.
In the case of JPEGs (and any other format for that matter) you will probably just convert them to a normal texture in memory. So they will end up being just as big as a BMP in memory. Just how big it is in memory depends on what bit depth you decide on for your textures. Basically in memory your texture is just raw R,G,B,A data. Any image file you load into memory has to eventually get converted to that before DirectX can use it.
Again, I have never used the DirectX compressed texture functions, you may want to look into those.
-Brian
In the case of JPEGs (and any other format for that matter) you will probably just convert them to a normal texture in memory. So they will end up being just as big as a BMP in memory. Just how big it is in memory depends on what bit depth you decide on for your textures. Basically in memory your texture is just raw R,G,B,A data. Any image file you load into memory has to eventually get converted to that before DirectX can use it.
Again, I have never used the DirectX compressed texture functions, you may want to look into those.
-Brian
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