Its a 16bit float (one color channel) DDS, so I assume it to be compressed. All DDS files are I BELIEVE (noob to DDS).
I only went DDS cause it was one of the few formats that could carry a single 16bit 'color'.

GS DOES load the image, as I am able to display the image with DEBUG_BMAP.
It is a strange washed-out cyan color, but it is recognisably the image in question.

Its not a 'texture', its a heightmap. That I want to never 'display', but I want to
read through it on a pixel-by-pixel basis and save into a custom-structure data file.
This datafile is my (currently in proof-of-concept testing) way of storing the heightmap of 'the entire world'.
So as you can imagine, its BIG, really BIG, you wont believe how vastly, hugely, mind-bogglingly
big it is, you might think its a long way down the street to the chemist, but thats just peanuts to ....
[REDUCTED]

So, with all this known, I feel IF I had some ideas how to start, I could access the texture via the
bmap.finalbits or even the bmap.d3dtex pointers.
But I dont where to start with 16bit floats... Floats are an unknown country to me...

I was HOPING for an easier way, but it looks like I may have no choise.
This is only a TOOL anyway, so speed is not so essential...


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