   Texture compression for uncompressed image data
  I am not sure if I am setting up my compressed texture code correctly. I have uncompressed data and sending it to OpenGL. I would like to know if my code is correct...glBindTexture(GL_TEXTURE_2D, texture[index]);LoadTGAFile();if(bpp == 32){ imageTypeFormat = GL_RGBA;  imageTypeInternal = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;}else{imageTypeFormat = GL_RGB;imageTypeInternal = GL_COMPRESSED_RGB_S3TC_DXT1_EXT;}if(useMipmaps){glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filterMode1);glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filterMode);glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapMode);glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapMode);gluBuild2DMipmaps(GL_TEXTURE_2D, imageTypeInternal, imageWidth, imageHeight, imageTypeFormat, GL_UNSIGNED_BYTE, imageData);}else{glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filterMode1);glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filterMode1);glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapMode);glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapMode);glTexImage2D(GL_TEXTURE_2D, 0, imageTypeInternal,  imageWidth, imageHeight, 0, imageTypeFormat,  GL_UNSIGNED_BYTE, imageData);}Thanks   
  Yes that's correct - but one thing you might want to do is pass a generic compressed format as internal format such as GL_COMPRESSED_RGB. GL will pick automatically the best compression mode available such as DXT1, DXT3 or DXT5. Ofcourse if you have a preference for one of the aforementioned for quality and you have made sure that that specific format is supported by the card / driver then you should be fine with your code.   