Will do soon :)
Trying my best to implement caps checking for all this stuff, otherwise it'll be useless if you implement it in a project only to find it doesn't work on someone's PC.
I managed to convert a loaded texture to DXT compression last night too :) AvailVidMem() Immediately showed a saving of a few meg on 1 1024 * 1024 res texture! Though there's an odd pause while I Blit the existing texture over from the existing texture surface to the compressed surface.
If I knew how B3D stored textures/images I could probably do all this properly and return a pointer to Blitz.
See if I can get this DLL out over the weekend.
Tom
Trying my best to implement caps checking for all this stuff, otherwise it'll be useless if you implement it in a project only to find it doesn't work on someone's PC.
I managed to convert a loaded texture to DXT compression last night too :) AvailVidMem() Immediately showed a saving of a few meg on 1 1024 * 1024 res texture! Though there's an odd pause while I Blit the existing texture over from the existing texture surface to the compressed surface.
If I knew how B3D stored textures/images I could probably do all this properly and return a pointer to Blitz.
See if I can get this DLL out over the weekend.
Tom