MS has a description on MSDN.Originally Posted by Pocus
Actually DXT2 & DXT4 formats are [almost] not used now. And it's really strange that you are seeing slowdown with DXTx texture formats - they should be faster to texture from (due to their size). That video card are you using? Maybe slowdown is because you are compresing textures at application run-time? Compressing is actually slow procedure and should be taken offline.
Question doesn't sound right. Can you refrase it?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.
You can load files containing textures just in any allocated by you memory. And after this (for example) create D3D textures by D3DXCreateTextureFromFileInMemmory()
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