when saving, rather we flip the compressed texture during load. The code used here comes from the chromium O3D project: http://src.chromium.org/chrome/trunk/o3d/core/cross/bitmap_dds.cc Also made it only load compressed for power-of-two resolution images, it doesn't seem to work for other resolutions, just falls back to non-compressed then.
21 lines
498 B
Python
21 lines
498 B
Python
#!/usr/bin/python
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Import ('env')
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source_files = ['dds_api.cpp', 'DirectDrawSurface.cpp', 'Stream.cpp', 'BlockDXT.cpp', 'ColorBlock.cpp', 'Image.cpp', 'FlipDXT.cpp']
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incs = ['.',
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'../../',
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'../..',
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'..',
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'../../../makesdna',
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'../../../blenkernel',
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'../../../blenlib',
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'intern/include',
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'#/intern/guardedalloc',
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'#/intern/utfconv']
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defs = ['WITH_DDS']
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env.BlenderLib ('bf_imbuf_dds', source_files, incs, defs, libtype=['core','player'], priority = [230,190])
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