I've got PVR texture compression working all happy and good in my iPhone game, but I've got issues when tiling multiple textures together. Basically, I've got a very large background which is split into multiple 512x512 tiles, all PVR compressed. Then they're drawn together to look like one big background image. The way PVR works, because it doesn't know that it's supposed to be compressing the texture as if it were a really big texture - i.e. use a neighbor's tiled information to determine how to perform the PVR compression.
I can think of maybe a couple ways to do this.
1) Somehow tell the texturetool command line program to accommodate for other images that will be adjacent.
2) Use the command line program to generate a huge PVR texture that represents the whole image, then somehow split up the bytes into multiple images - probably impossible.
3) Do some kind of OpenGL ES trickiness that blends the edges nicely.
4) Do some trickiness where I have redundant information in each tile and then clip those areas when the texture is drawn (please no).
Hopefully I can do 1, 2 or 3, or there is some other well known solution.