Posts: 26,215
Joined: Oct 2003
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187
We don't need XPR files, but they do have some nice properties. For a start, the compression used is fast (lzo) and it stores the textures in a native format for d3d. It's also searched case-insensitive, which is nice for skinners as they don't have to be concerned with case when referencing the images.
You'd have to rewrite the texture manager to support rarred or zipped images, and extraction may be slower. My suggestion is if we ditch XPR support on linux (which is fine as long as there's a convertor utility available) then we store the images native to what SDL expects so that no unnecessary swizzling etc. needs to occur.
Otherwise, we can fairly easily adapt XBMCTex to run under linux by removing all the D3D stuff and replacing with SDL. The tex compression stuff in there is unnecessary under linux as all textures are stored in memory as 32bit anyway.
The advantage of keeping with XPR is that the skins are platform independent.
Cheers,
Jonathan
Posts: 18
Joined: Jun 2007
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0
I was wondering why everynow and then I was having to rename the .png siles in the skins directory. I wondered if it was worth mentioning but I sort of assumed that it would sorted out in some easy way.
I'll keep playing.
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