Funto {l Wrote}:The downside is that the images are not visible directly in the files explorer, and you need to use a special tool like the DXT plug-in for GIMP.
A solution would be to have a script automatically convert .png and .jpg images to .dds when creating the distributed archives.
This also would avoid having a loss of quality due to working with lossy compressed images.
I'd say that the whole pipeline (from gimp via blender to stk) becomes way too complicated. For now I don't think that it would give us that much benefit (though it would need to be tested). We can have a look at that later on
More importantly, I think the textures should be stored in DXT format on the GPU while the game is running. That would save a lot of space on the GPU and maybe speed up a little the game (if there are less memory transfers...).
Most bottle necks are still the karts and their animations, and (I suspect) the fact that the blender b3d exporter does not always(?) use indices for existing vertex, I have seen a simple cube that contained way more than 8 vertices, so some of them were duplicated. But I'll check that later.
Cheers,
Joerg