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Editorial Team
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Editorial Team
Asked: May 27, 20262026-05-27T07:28:04+00:00 2026-05-27T07:28:04+00:00

I would like to manually load NPOT PVR textures on iOS (I don’t mean

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I would like to manually load NPOT PVR textures on iOS (I don’t mean loading the texture in OpenGL memory, I mean loading it in a custom data structure that allows accessing the image data in order enlarge the canvas and save it again as a new PVR).

I am asking this because we are implementing an OpenGL iOS application with lots of background textures (480 x 320 on non retina displays). We intend to store this textures as NPOT PVR files, so we have memory gains on 3GS+ iPhones.

3G- iPhone cannot load NPOT PVR textures in non OpenGL memory. My intentions are to implement a preprocessing step for 3G- devices that converts all NPOT PVRs textures to POT PVRs and stores them on the app’s Cache folder.

Is it possible to load and process a PVR in this way? For example, a TexturePacker generated PVR.

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  1. Editorial Team
    Editorial Team
    2026-05-27T07:28:05+00:00Added an answer on May 27, 2026 at 7:28 am

    Sure it is.

    1. Decompress the file format.
    2. Scale raw image data
    3. Compress new scaled data and save

    For step one, see https://github.com/Volcore/quickpvr or PowerVR’s SDK.

    For step three there is no publicly available documentation or implementation of PVRTC compression. So you have several options. Use the combination of class-dump and otx to decompile Apple
    s texturetool (not advisable), or (and probably easier) write your own encoder based on whatever specification of the file format you can conjure from step 1.

    However, given your situation I would just do this all as a preprocessed step and include two versions of your textures along with your app.

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