> 21 янв. 2017 г., в 16:25, Sean Harmer <sean.har...@kdab.com> написал(а):
> 
>  It's 
> about being able to parse texture files into CPU addressable memory. From 
> there 
> it can be used by OpenGL, Direct3D, Vulkan, Metal, $OTHER_API.
> 

Do I understand correctly that all is needed is to scan header of the texture, 
get some info from it and than load whole texture to the byte array?
It may be reasonable to create separate libraries that handle specific textures 
(dds, etc1, …).
For now, I see some duplication of the code - there are similar structures in 
qt3d/src/threed/textures/qgltextureutils.cpp and 
qtimageformats/src/plugins/imageformats/dds/ddsheader.h, for example.
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