Hi Torben,
Yes, I was thinking along the same lines.

I was just having a peep at the source of decompress.cpp that comes with the 
NVIDIA texture tools that might give a clue about the best way to do it. Which 
seemed to boil down to:

Code:
nv::DirectDrawSurface dds(inputImageFile);
nv::StdOutputStream stream(outputTGAfile);
nv::Image img;
dds.mipmap(&img, 0, 0); // get first image
nv::ImageIO::saveTGA(stream, &img);



Though it's not clear exactly whether the mipmap function, or saveTGA does the 
decompression.

I can't help wondering if we are missing a trick with OSG's DDS plugin? 
It looks as though it might contain some reusable magic for these kind of 
compression formats. :-)

Cheers,
Chris

------------------
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http://forum.openscenegraph.org/viewtopic.php?p=40691#40691





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