On Thu, 6 Jul 2006, Robert Osfield wrote:
Hi Daniel,
Reading pixels from a compressed texture is going to problematic.
First off the pixels are compressed together with neighbouring pixels
into small block of pixels, so one byte in the imager will represent a
number of pixels.
Second problem is that the documention of the format of compressions
techniques isn't widely available. It'd be very useful to know that
later, the last time I did a google search into documentation I didn't
come up with anything. Perhaps you'll be more lucky.
I did find through google the format for the compressed textures. I didn't
care though because you can just treat it as an opaque blob with OpenGL.
Look for the S3TC compression formats. There is also some information about
this on MSDN because these formats are the basis for Microsoft's .dds
file format.
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____ __ Eric Sokolowsky (GST) NASA Goddard Space Flight Center
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