   Compressed Textures
  Yeah I'm back... my other topic which is related to this was retired...Anyways, I've been trying to remove the function from my code that converts 16-bit data into RGBA/RGB data (Essentially it's SHORT to 3xBYTES) by using GL_UNSIGNED_SHORT_5_5_5_1 but all I'm getting is a white texture... my terrain textures are 100% white.  I tried various combinations of formats in the function but none of them worked...glBindTexture(GL_TEXTURE_2D, Textures);glTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);gluBuild2DMipmaps(GL_TEXTURE_2D,GL_RGBA,128,128,GL_BGRA,GL_UNSIGNED_SHORT_5_5_5_1,TexData.data);The TexData.data variable holds a WORD array of [128*128] which is the texture data from a 16-bit TGA file, Like I said... I tried all kinds of things like GL_RGB5_A1 and so on... but none of them even changed the output >_>I really need it to load them as 16-bits because the load time is ridiculous >_>
  gluBuild2DMipmaps most likely cannot handle packed pixel formats. You shouldn't be using it anyway, as it's currently succeeded by two generations of mipmap generator approaches. Use a more modern approach instead, like the GL_GENERATE_MIPMAP parameter to glTexParameter, or by calling glGenerateMipmap.   ;  Oh hey there Bob!  Thanks... I'll try that... if Code::Blocks stops parsing the headers >_>Nope, doesn't work... I tried the same things... do I need to enable or do something?   ;  The specific answer to the general question (which is not now to generate a mipmap, but how to use features introduced to the API after 1999) can be found in the forum FAQ, question number 5. The article is quite good and contains answers not only to this question, but to other questions related to this problem you will bump into in the future.   