Source ports such as ioQuake3 and FTEQW support BC7-compressed textures (ARB_texture_compression_bptc), which is significantly higher quality than classic DXTn/S3TC compression, while having the same vram footprint as DXT5/BC3. Radiant and Q3Map2 currently only support DXTn formats (with code that hasn't been touched much since 2003); it'd be nice to be able to use BC7 textures directly without needing to maintain an uncompressed TGA/PNG next to it for editor/compiler use.
This would require new code to parse the extended "DX10" header, or to call an image library that supports DX10 DDS files.
Source ports such as ioQuake3 and FTEQW support BC7-compressed textures (
ARB_texture_compression_bptc
), which is significantly higher quality than classic DXTn/S3TC compression, while having the same vram footprint as DXT5/BC3. Radiant and Q3Map2 currently only support DXTn formats (with code that hasn't been touched much since 2003); it'd be nice to be able to use BC7 textures directly without needing to maintain an uncompressed TGA/PNG next to it for editor/compiler use. This would require new code to parse the extended "DX10" header, or to call an image library that supports DX10 DDS files.