RGTC is core in GL since version 3.0 and BPTC since version 4.2. If your implementation supplies contexts with those version or higher then it needs to be able to handle loading those formats. If the hardware doesn't directly support it, then the driver will need to reformat the texture data. S3TC will probably never be supported by core, but as an extension it is very well supported. If you want to know what the layout of the data is in a compressed texture, you should take a look at how they are implemented. S3TC, RGTC and BPTC correspond to BC1/BC2/BC3 BC4/BC5 and BC6H/BC7 respectively. When using glCompressedTexSubImage on one of these formats you will want to stick to the 4x4 boundaries.
Chris_FMember Since 04 Oct 2010
Offline Last Active Today, 10:53 AM
- Group Members
- Active Posts 480
- Profile Views 6,175
- Submitted Links 0
- Member Title Member
- Age Age Unknown
- Birthday Birthday Unknown
Chris_F hasn't added any contacts yet.