I have a PVR texture compression that works all happy and good in my game with the iPhone, but I have problems when you split several textures together. Basically, I have a very large background, which is divided into several 512x512 fragments, all PVRs are compressed. Then they come together to look like one large background image. The PVR method works because it does not know that it should compress the texture as if it were a really large texture, i.e. Used neighbor information to determine how to perform PVR compression.
I might think maybe a couple of ways to do this.
1) Somehow tell the texturetool command-line program to place other images that will be adjacent.
2) Use a command-line program to create a huge PVR texture that represents the entire image, and then somehow breaks the bytes into several images - perhaps not possible.
3) Do some OpenGL ES trick that blends edges well.
4) Do some tricks when I have redundant information in each tile, and then fix these areas when painting the texture (please not).
I hope I can make 1, 2 or 3, or there is another well-known solution.
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