I covered this when messing with a DX7 DLL. Bottom line is, we have no way to 'properly' return a DX7 surface pointer to Blitz3D because a B3D texture handle is a pointer to a custom struct.
What I did, was to cheat. I made my own DX7 surface from the DDS file, and set the surface pointer of an existing B3D texture to point to the new surface. (nasty!)
I do the same thing to make a renderable texture, they both work, but I honestly wouldn't reccommend using that method, it's just too hacky.
GL does support DDS, under a different naming convention I think (S3TC?), can't remember offhand. As for compression sswift......the DDS textures I loaded into B3D looked ok considering (depending on which mode DXT1 & 3 were ok iirc). No where near as bad as you make them out to be though :)
Tom
What I did, was to cheat. I made my own DX7 surface from the DDS file, and set the surface pointer of an existing B3D texture to point to the new surface. (nasty!)
I do the same thing to make a renderable texture, they both work, but I honestly wouldn't reccommend using that method, it's just too hacky.
GL does support DDS, under a different naming convention I think (S3TC?), can't remember offhand. As for compression sswift......the DDS textures I loaded into B3D looked ok considering (depending on which mode DXT1 & 3 were ok iirc). No where near as bad as you make them out to be though :)
Tom