compressed textures in iPhone openGL ES

After doing some research it seems the iphone supports pvrtc compressed textures in its openGL implementation. Has anyone gotten these working? I found some tools online to convert png's to pvrtc textures but I'm not sure how to take those files and read them into openGL as a texture.

Please let me know as this would save a ton of memory in my application. Right now I'm loading in PNG's at storing them as GL_RGBA internally which is very wasteful and slow to load.

iphone, Mac OS X (10.5.4)

Posted on Jul 28, 2008 8:00 PM

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32 replies

Jun 19, 2009 7:59 AM in response to Arsy

Hi... i have very simular problems... i've red the whole thread, but none of these things helped me. I also use pvrtc textures, which work all fine until i start to blend them over its alpha channel. If i check the textures over the pvr tex tool, the alpha channel is set correctly. I am using GL SRCALPHA, GL ONE_MINUS_SRCALPHA as blend function. Ok what is happening, if i blend them:
On farer distances, textures are looking quite normal, showing the correct image, but a black background. If the view is going nearer, the textured object is becoming white ( completely white ). I am happy about any idea, what is happening here. I am searching and trying quite a long time now. I've tried to find anything about this problem and searched help on different places, until i found this thread. So what is the trick, to get pvrtc textures blended correctly. Maybe someone can post a working(!) and tested(!) piece of code!
Very much thanks in advance.

With the best regards!

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compressed textures in iPhone openGL ES

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