It was my understanding that by enabling compressed textures in Quake3, a card that supports S3TC would compress the level textures at load of the level. You're saying that the card isnt compressing the textures but your cpu is? You can enable texture compression in Quake3 (for example) on a V3/TNT class card?
AFAIK no card has hardware to
compress textures – the intention, again AFAIK, was always to supply the textures in one of three ways:
1.) Compressed textures supplied on the game CD and installed.
2.) Textures compressed as the game is installed and an S3TC capable board is detected
3.) Uncompressed textures are installed but are compressed in software as the level loads so that compressed textures are stored in the cards local memory.
All 3 options have their plus points and negative points; option 3’s biggest draw back is the increased level load time, although that isn’t significant, and generally speaking only one of the 5 compression schemes will be utilised under this method (unless a map of texture to compression scheme is given, which is unlikely since it makes ongoing support / patches etc a little more tiresome).
If you enabled texture compression on a V3/TNT then what would there be to
decompress the textures at render time? Nothing.
In fact you couldn’t enable it on a V3/TNT because they would neither have the OpenGL extension that OpenGL games look for, nor the relevant support for the DX compressed texture formats.