swiftcoder wrote:
Most OpenGL ES1.1 hardware doesn't have ST3C, although that may change as ES 2.0+ becomes common.
I have no particular need for it, since all my targets feature S3TC, so a software fallback is indifferent for my particular needs.
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As a specific example, Apple and PowerVR both provide a wrapper format for PVRTC, and a toolchain to produce them. Although they use the same compression, the wrapper format is non-compatible, and supports slightly different features. The Apple tool runs only on Macs, while the PowerVR tool runs only on Linux and Windows.
I have never used a Mac platform, nor developed for the iphone. I also was not aware that that they provided a PVRTC toolchain/wrapper, I hope it is possible to abstract the differences and use a unified set of functions to work with PVRTC textures.
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Speed/quality isn't really an issue. However, I do wonder how people would feel about rolling this out of the engine entirely?
I am talking about building a Horde3D-specific (though the format would be open, of course) wrapper format, which can hold all types of compressed/uncompressed image data (uncompressed, RLE, JPEG, S3TC, PVRTC, ETC, etc.). There would be a tool that leveraged FreeImage (or similar) to convert/batch convert other image formats into the Horde format, which would move this whole issue out of the engine and into the content pipeline.
I have a feeling it is too big of a break from tradition to be well received - but it is the approach taken by the WildMagic engine.
I don't think i understand what you mean. Can you provide more details on how this woul work? what are the benefits and issues?
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FreeImage doesn't offer anything apart from .PSD support, over what we have already - and it doesn't have mipmap generation or DDS support, last I checked.
DDS is supported. I am not advocating for freeimage, just putting a question in the open regarding the need for a more advanced image manipulation libraries, DevIL or any other that does the job right is ok by me. personally i have no need for them.