Quote Originally Posted by Galfar
Good idea about the header, current GLScene uses OpenGL1x.pas unit? (haven't seen GLScene for a while)
DXT5 textures take up the same amount of memory as DXT3 ones, and the alpha quality is usually higher.
I didn't know that, how does it improve alpha? by using space from color channels?

EDIT: galfar, i made a simple netimmerse image loader for imaging:
http://mathpudding.com/BC/imagingnif.pas

It is not a complex format, and the loader oversimplifies file structure a bit but so far this loaded every single .nif texture i had at my disposal without problems, the file format is used by star trek bridge commander and perhaps some other games using gamebyto / netimmerse game engine.

Another thing, what is the most efficient way for me to fill alpha channel with a specific color with imaging? is SetPixel32 the best way? i just need to fill alpha channel of ifA8R8G8B8 with blank alpha (full transparency) like.. SwapChannels but which sets the choosen channel with choosen value