..this is the code..nothing 'hot'..just testing this DDS thingy how is it working..
Graphics3D 1024,768,32,1
SetBuffer BackBuffer()
camera=CreateCamera()
PositionEntity camera,0,80,0
light=CreateLight()
RotateEntity light,90,0,0
; Load mesh
drum=CreateCube()
TX=LoadTexture("LM.dds");1024x1024 texture
;TX=loadtexture("LM1.dds"); 512x512 texture
TextureCoords TX,1
EntityTexture drum,TX,0,0
PositionEntity drum,0,0,MeshDepth(drum)*1
PointEntity camera,drum
While Not KeyDown( 1 )
TurnEntity drum,0,.2,0
RenderWorld
Text 10,10,AvailVidMem()
VWait:Flip False
Wend
End
@Gabe..yes, they are same texture exported from Photoshop, just scaled down at 512x512 with same settings DXTC1, no alpha..
Graphics3D 1024,768,32,1
SetBuffer BackBuffer()
camera=CreateCamera()
PositionEntity camera,0,80,0
light=CreateLight()
RotateEntity light,90,0,0
; Load mesh
drum=CreateCube()
TX=LoadTexture("LM.dds");1024x1024 texture
;TX=loadtexture("LM1.dds"); 512x512 texture
TextureCoords TX,1
EntityTexture drum,TX,0,0
PositionEntity drum,0,0,MeshDepth(drum)*1
PointEntity camera,drum
While Not KeyDown( 1 )
TurnEntity drum,0,.2,0
RenderWorld
Text 10,10,AvailVidMem()
VWait:Flip False
Wend
End
@Gabe..yes, they are same texture exported from Photoshop, just scaled down at 512x512 with same settings DXTC1, no alpha..