Sign in to follow this  

Does anybody konw the details of DDS file format

This topic is 4204 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

I just wanna load and save DDS file without any API but analysis the binary file myself. It's easy to get the "Surface Format Header" in Dirext9 SDK documents, and also in MSDN, just like this page: DDS File Reference(http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/dds_file_layout_for_textures.asp). Till now I can load a .dds file and knows what dose the first 128 bytes mean, but what shall I do then? I mean, i wanna get each mimmap, each pixel, and, information in every byte. I got some hints from this: http://wiki.beyondunreal.com/wiki/Texture_Format, and try to learn something about the common compress fashion used in DDS e.g. DXT1, DXT3, DXT5 and so on, but I don't think this page is particular enough. Thanks in advance, hygol [Edited by - hygol on June 14, 2006 8:56:15 PM]

Share this post


Link to post
Share on other sites
Guest Anonymous Poster

http://developer.nvidia.com/object/dds_utilities.html

Share this post


Link to post
Share on other sites
In DX there is support for loading DDS textures afaik, in OGL you can use DevIL. If you really want to do this without an API (no real reason for that imho) but can't figure out how to proceed, reading the source code for DevIL's dds loadind might help you.

Share this post


Link to post
Share on other sites

This topic is 4204 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Sign in to follow this