you can definately mix textures, allthough possibly not in the same brush.
I've been working with engines that mixed and matched regular bitmap formats and DDS conpressed textures on Xbox DX8 engines several years ago.
Whether DX7 is the same or not I couldn't say. It does seem that adding the feature would be fairly trivial. So it would be nice to at least hear a honest good reason why it hasn't been implemented.
We did get a response to why we have no more than 2 UV's, but nothing regarding compressed textures so far.
Would be HUGE benefit to developers, particularly now that many of us are using lightmaps. The racer uses a single 2048x2048 GI lightmap for the entire test track and takes up well over 10mb of Vram on its own.
The entire demo just barely fits on a 32mb vid card, and the quality of the visuals could more than double if compressed textures were avaliable.
I've been working with engines that mixed and matched regular bitmap formats and DDS conpressed textures on Xbox DX8 engines several years ago.
Whether DX7 is the same or not I couldn't say. It does seem that adding the feature would be fairly trivial. So it would be nice to at least hear a honest good reason why it hasn't been implemented.
We did get a response to why we have no more than 2 UV's, but nothing regarding compressed textures so far.
Would be HUGE benefit to developers, particularly now that many of us are using lightmaps. The racer uses a single 2048x2048 GI lightmap for the entire test track and takes up well over 10mb of Vram on its own.
The entire demo just barely fits on a 32mb vid card, and the quality of the visuals could more than double if compressed textures were avaliable.