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Right now we are guessing the texture format based on the dimensions versus the data size. This works to distinguish DXT3/5 from DXT1 and lossless, but there seem to be a whole lot more texture formats supported by the engine.
The format is definitely being saved in one of the header bytes, so all you have to do is figure out which one to look at.
The text was updated successfully, but these errors were encountered:
Right now we are guessing the texture format based on the dimensions versus the data size. This works to distinguish DXT3/5 from DXT1 and lossless, but there seem to be a whole lot more texture formats supported by the engine.
The format is definitely being saved in one of the header bytes, so all you have to do is figure out which one to look at.
The text was updated successfully, but these errors were encountered: