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Aken H Bosch

OpenGL DDS textures: how?

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I've seen them used in OpenGL, but I have no clue how. Right now I am working on a game and the uncompressed file size ballooned to 30 MB after adding an animation to it, something which is frankly not acceptable. So, the question is: how can I load and use DDS textures?

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Some things to keep in mind. You'll need to make sure your graphics card supports the extensions GL_ARB_texture_compression and GL_s3tc_texture_compression so that you can properly load dds textures that employ DXT 1, 3, & 5. If you have no idea what any of that meant, then I suggest you work with a simpler format for now, and wait till you've done some research before you employ dds textures.

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Yes, DirectDraw Surface files is what I meant.

From what I've heard about them, they are somehow in the same format that the graphics card uses, and that makes them extra-small in filesize and also fast to use.

Is using a DDS texture just a matter of decoding it and plugging in pixel values, or does it directly plug in to something? I didn't understand the DDS File Reference page very well.

Edit: Why don't these forums notify of a post being made since you started typing your post?

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