When creating your texture with glTexImage2D instead of using GL_RGBA for the internal format, just use GL_COMPRESSED_RGBA. I had a small problem with my compiler not recognizing this, but that was just because I also had to have glext.pas as a unit.Originally Posted by noeska
The documentation says that you can choose between a "FASTEST" and "NICEST" compression algorithm via glHint, but they seemed equally artifacty to me and the compressed textures used the same amount of memory (maybe my setup only supported the one compression algorithm - don't know).
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