I believe these compressed formats make it all the way into texture memory still compressed and are decompressed as they are sampled on the GL hardware.  This is win for all bandwidths, and even for texture memory footprint.

-don

On 8/29/06, Chris Hanson <[EMAIL PROTECTED]> wrote:
   I've been told that pre-compressing textures into one of the S3/DXT types is a major
win, versus storing them in an conventional format and compressing them before download.

   I am assuming the DXT type compression is done on the host CPU, correct? Anyone have
any metrics for this?

--
Chris 'Xenon' Hanson aka Eric Hammil | http://www.3DNature.com/ eric at logrus
  "I set the wheels in motion, turn up all the machines, activate the programs,
   and run behind the scenes. I set the clouds in motion, turn up light and sound,
   activate the window, and watch the world go 'round." -Prime Mover, Rush.
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