Due to non-support of the BGRA extension, the whole color handling has been quick-hacked from the original Irrlicht color coding to OpenGL conforming RGBA. That's the reason why that driver is not yet available to the public - we'll have to improve the color handling in a more flexible way.
Some devices with PowerVR hardware expose the GL_IMG_texture_format_BGRA8888 extension which lets you use the (internalformat, format, type) combination GL_BGRA, GL_BGRA, GL_UNSIGNED_BYTE, with GL_BGRA = 0x80E1. Maybe this is helpful to you, even though support is limited.
OTOH, the bandwidth cost of 32 bit textures is quite substantial on embedded devices, especially those with shared memory, so they should only be used when absolutely necessary.
hybrid_irr said:
I'm currently redesigning the material setup to allow several variants of the same material (e.g. for fixed pipeline, GLSL, and ASM shader). After that, it's "only" making the shader implementations. But since I need pretty parametrized versions of the shaders, and I'm also just beginning to learn shader programming, it might take several weeks. But since the Pandora chips are said to be delivered not before Q308 I guess I'll make it in time ;-)
Don't hesitate to ask if you need any help. You could also ask over at the
Khronos.org Boards or the
PowerVR Insider Forums.