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License: MIT License
Hi, I've implemented my DDS loader inside TextureReplacer now that I've seen how an image loader can be done, by your example.
https://github.com/ducakar/TextureReplacer/blob/master/TextureReplacer/DDS.cs
It can also load non-compressed DDS files and is better compliant to specifications on MSDN (e.g. it reads number of mipmaps only when image actually has them and doesn't assume it's zero otherwise). It's based on C++ code from my 3D engine: https://github.com/ducakar/openzone/blob/master/src/ozEngine/GL.cc
You can merge its code into your DDSLoader if you wish.
I would like to reference this to load DDS textures in RSS, but when loading heightmaps or vertex color maps (which get used to construct MapSOs) I do not want to upload the texture to the GPU. Even when I do, sometimes I want to leave it readable (as does @rbray89 in EVE). Can the loader have cfg-file-specified overrides to make unreadable, and can the static loader method itself (which I will call from RSS) have an optional parameter to skip the Apply() step entirely?
For RealSolarSystem, I load a bunch of heightmaps. I would like to make all RSS textures dds format, but reading the source it looks like no uncompressed 8bpp formats are supported.
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