I have been tryng to implement this extension in my engine, but i haven’t been sucesseful. At nvidia there is a document that speaks about this extension, and in the document they say this :
The ARB_texture_compression extension allows an uncompressed texture to be compressed on the fly though the glTexImage2D call by setting its <internal format> parameter accordingly. This can be done in two ways: use a generic compressed internal format from Table1 or use an explicit internal format like one offered by the S3TC extension listed in Table 2. Basically the “compressed internal format” works just like a texture with “base internal format” except that the data is compressed.
Table 1 has several formats, but for simplicity i choose this one :
As i understand all i had to do was this :
glTexImage2D(GL_TEXTURE_2D, 0, 3, Texture.X, Texture.Y, 0, GL_COMPRESSED_RGB_ARB, GL_UNSIGNED_BYTE, Texture.data);
but all i get is white instead of the texture…
can anyone help?