Quote Originally Posted by Clootie
Use DXT1 for 4bit per texel, or DXT2-5 for 8bit per texel. DXT1 is 1-bit alpha format.
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?

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.