   Cross Platform Texture compression
  Hello once again,As I wrote in a previous post, I''m learning OpenGL as I develop myself a little cross platform sprite engine. I would like to try using texture compression to keep the engine running at a reasonable frame rate with older video cards with little onboard RAM and limited memory bandwidth.I was wondering if there was any particular texture compression method that could be assumed to be available for the majority of modern graphics cards & OpenGL implementations (TNT2 onward) or if it is soley card-dependent. The reason I ask is that I would like to limit the potential algorithms used in order to guarantee a minimal level of quality. (A sprite based engine would be useless if everything looked like big blurry smudges) Although from what I have read even the same engodings may differ in quality depending on manufactorer. Is this so?Thanks & Regards,VoidRoamer   ---What we learn from history is that we learn nothing from history. 
  ARB_texture_compression is an extension that''s pretty widely supported.  It''s pretty easy to add also.  Heres a link to a nvidia paper about it.http://developer.nvidia.com/object/texture_compression_OpenGL.html ;  Good old S3TC. DirectX calls it DXTC, all hardware out there since TNT supports it. -* So many things to do, so little time to spend. *-;  Thanks, I''ve found out that pretty well everything from TNT2 era onwards (except the TNT2 funnily) supports at least S3TC/DXT1.http://www.rivastation.com/review/nvidia_tnt2/nvidia_tnt2_7_e.htmFor future reference, these links were also of interest:http://www.digit-life.com/articles/reviews3tcfxt1/http://www.digit-life.com/articles/digest3d/itogi-video-s3tc1.htmlRegards,VoidRoamer 