As I said before, they also load many times faster than regular images. A PNG which takes 4ms to load takes just 0.14ms as a DXT5 image for me.
Compressed textures (DXT being the most common compression method by far) are very useful for performance because they allow much more of the texture to fit inside the GPU's texture cache, which can result in very impressive performance gains in some situations. Here is a very basic test I did a little while ago: download/file.php?mode=view&id=23048 vs download/file.php?mode=view&id=23049
The way it's currently implemented for the yet-to-be-released 0.9.0, love.graphics.newImage will automatically detect whether the file is DXT/RGTC and either load it as straight compressed texture data, or as a regular ImageData. You can also manually try to load a file as either, via love.image.newCompressedData and love.image.newImageData.raidho36 wrote:I think the best way to employ them is to 1) expose DXT-compressed textures handling functions to user, in addition to regular textures, and 2) have tools for dynamic DXT compression of regular textures, once again by user demand. I wouldn't like if löve2d screwed up my sprites because it thinks it's more effective that way.
There is no runtime conversion.
EDIT: I forgot to mention, one of the benefits of DDS files in particular is they can store mipmaps right in the file. LÖVE 0.9.0 will detect this and use the mipmaps from there if mipmapping is enabled for that image (another new 0.9.0 feature).