Feature request: DXTC (texture compression)

Miscellaneous Forums/General Discussion/Feature request: DXTC (texture compression)

A solution to writing to compressed textures is to decompress them when TextureBuffer is called on the texture, then recompress and send them back to VRAM when the buffer is unlocked (or, if not locked, each time a pixel is changed in the buffer). The least this would require is to have a new buffer class and texture flag added, and that's actually not a lot of work depending on how well-structure the code is. I'm going to err on the side of evil and assume that the Blitz3D code is worse than a disassembled version of Win 3.1. If it is, may god have mercy on Mark's soul.

does anyone know if it's possible to add these compressed textures by dll?


I believe it's possible, you should ask Scouse (Tom).

Everyone must know how long and hard I have begged to get DXTC (and tangent space normal maps)


I can guarantee I'm well aware of it.