thanks, tried the DXT2. Microsoft says its a compressed texture format, but how exactly are spread the RGB pixels in it? Is it 2/3 pixels for each color?Originally Posted by Clootie
Anyway it slightly reduce my memory usage (the app going from 270 to 250 Mb of max memory usage) but at the expense of a far bigger texturing time (to the point that my cache system is too slow.
I will keep the A1R5B5G5 format, with bmp the texturing is rather fast.
How can I keep reading from the disk the image files? Does a possibility exists to keep the images in memory but untextured and in a very compressed state.
Bookmarks