eglChooseConfig() allows you to specify a set of config attributes for color depths (EGL_RED_SIZE/etc.) for your frame buffer. However, there doesn't seem to be a way to specify…
9 years, 5 months ago
eglChooseConfig() allows you to specify a set of config attributes for color depths (EGL_RED_SIZE/etc.) for your frame buffer. However, there doesn't seem to be a way to specify…
9 years, 5 months ago
13 years, 9 months ago
Thanks guys. Yes, I can confirm if you just lock DXT compressed textures, the data you get back is compressed. As for D3DXLoadSurfaceFromSurface(), you might also find (as I did…
13 years, 9 months ago
Hi guys, I have some textures that when created, were created as DXT1 compressed. I'd like to map them, and get the data back out. To that end, I created a staging buffer, d…
13 years, 10 months ago
14 years, 9 months ago
I've got a block of code that's loading what I'm pretty sure is an sRGB jpg (as the file properties on it say it is enocded sRGB color format, and I selected the sRG…
14 years, 10 months ago
eglChooseConfig() allows you to specify a set of config attributes for color depths (EGL_RED_SIZE/etc.) for your frame buffer. However, there …
9 years, 5 months ago
Thanks guys. Yes, I can confirm if you just lock DXT compressed textures, the data you get back is compressed. …
13 years, 9 months ago
Hi guys, I have some textures that when created, were created as DXT1 compressed. I'd like to map them, and …
13 years, 10 months ago
With your permission, GameDev.net uses analytics cookies to understand how people use the platform. You can accept analytics or continue with necessary cookies only. Learn more